Search results for "suu"

showing 10 items of 8913 documents

Hypervisor-assisted dynamic malware analysis

2021

AbstractMalware analysis is a task of utmost importance in cyber-security. Two approaches exist for malware analysis: static and dynamic. Modern malware uses an abundance of techniques to evade both dynamic and static analysis tools. Current dynamic analysis solutions either make modifications to the running malware or use a higher privilege component that does the actual analysis. The former can be easily detected by sophisticated malware while the latter often induces a significant performance overhead. We propose a method that performs malware analysis within the context of the OS itself. Furthermore, the analysis component is camouflaged by a hypervisor, which makes it completely transp…

Computer engineering. Computer hardwareSoftware_OPERATINGSYSTEMSvirtualisointiComputer Networks and CommunicationsComputer scienceContext (language use)Static program analysiscomputer.software_genreTK7885-7895Artificial IntelligenceComponent (UML)Overhead (computing)tietoturvaMalware analysiskyberturvallisuusbusiness.industryHypervisorQA75.5-76.95haittaohjelmatComputingMilieux_MANAGEMENTOFCOMPUTINGANDINFORMATIONSYSTEMSTask (computing)Electronic computers. Computer scienceEmbedded systemMalwarebusinesscomputerSoftwareInformation SystemsCybersecurity
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The effect of automated taxa identification errors on biological indices

2017

In benthic macroinvertebrate biomonitoring systems, the target is to determine the status of ecosystems based on several biological indices. To increase cost-efficiency, computer-based taxa identification for image data has recently been developed. Taxa identification errors can, however, have strong effects on the indices and thus on the determination of the ecological status. In order to shift the biomonitoring process towards automated expert systems, we need a clear understanding on the bias caused by automation. In this paper, we examine eleven classification methods in the case of macroinvertebrate image data and show how their classification errors propagate into different biological…

Computer science02 engineering and technologycomputer.software_genre01 natural sciencesSimilarity010104 statistics & probabilityArtificial IntelligenceBiomonitoring0202 electrical engineering electronic engineering information engineeringEcosystem0101 mathematicssimilarityta218Invertebrateta112General Engineeringerror propagation [diversity]Computer Science ApplicationssamanlaisuusTaxondiversity: error propagationBenthic zonebiomonitoringidentification020201 artificial intelligence & image processingIdentification (biology)Data miningSpecies richnessclassification errorcomputerExpert Systems with Applications
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Artificial Intelligence in Protecting Smart Building’s Cloud Service Infrastructure from Cyberattacks

2020

Gathering and utilizing stored data is gaining popularity and has become a crucial component of smart building infrastructure. The data collected can be stored, for example, into private, public, or hybrid cloud service infrastructure or distributed service by utilizing data platforms. The stored data can be used when implementing services, such as building automation (BAS). Cloud services, IoT sensors, and data platforms can face several kinds of cybersecurity attack vectors such as adversarial, AI-based, DoS/DDoS, insider attacks. If a perpetrator can penetrate the defenses of a data platform, she can cause significant harm to the system. For example, the perpetrator can disrupt a buildin…

Computer scienceDenial-of-service attackCloud computingComputerApplications_COMPUTERSINOTHERSYSTEMStekoälyComputer securitycomputer.software_genreInsiderpilvipalvelutälytalotComponent (UML)cloud servicetietoturvakyberturvallisuusBuilding automationbusiness.industryattack vectorsartificial intelligencePopularityartificial-intelligence-based applicationsHeating systemälytekniikkabusinessdata platformCloud storagecomputerverkkohyökkäykset
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Mediated learning materials: visibility checks in telepresence robot mediated classroom interaction

2021

Videoconferencing is increasingly used in education as a way to support distance learning. This article contributes to the emerging interactional literature on video-mediated educational interaction by exploring how a telepresence robot is used to facilitate remote participation in university-level foreign language teaching. A telepresence robot differs from commonly used videoconferencing set-ups in that it allows mobility and remote camera control. A remote student can thus move a classroom-based robot from a distance in order to shift attention between people, objects and environmental structures during classroom activities. Using multimodal conversation analysis, we focus on how partici…

Computer scienceTeaching methodDistance educationComputer-Assisted Instructionluokkatyöskentelycomputer.software_genreEducationMultimodalityVideoconferencingHuman–computer interactionetäosallistuminenvideoneuvottelutlearning materialsmultimodalitymultimodaalisuusoppimateriaali060201 languages & linguisticsTeleroboticskieltenopetus4. Education05 social sciencesVisibility (geometry)Educational technology050301 educationvideo-mediated interaction06 humanities and the artstelepresence robotcomputer-assisted language learning0602 languages and literaturerobotitclassroom interaction516 Educational sciences0503 educationcomputer
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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Grammar is the heart of language : grammar and its role in language learning among Finnish university students

2015

This article presents and discusses views on grammar and its role in formal language learning amongst Finnish university students. The results are based on a questionnaire which was distributed to students at the University of Jyväskylä as part of institutional action research. The background to the project was a feeling amongst some teachers of increased divergence between student respectively language teacher understandings of the role of grammar in language teaching. This concern raised the need to find out how students view grammar. The knowledge about thoughts on grammar amongst students would then help teachers to adjust and adept the way grammar is used in language teaching. The main…

Computer sciencefolk linguistics/sociolinguisticsTeaching methodmedia_common.quotation_subjectContext (language use)ta6121language learningwritten languageFormal languageComputingMilieux_COMPUTERSANDEDUCATIONtoimivuuskielen oppiminenfunctionalitymedia_commonGrammarnormatiivisuusLanguage acquisitionSecond-language acquisitionLinguisticskielioppiTheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGESnormativityLanguage educationgrammaremic/eticNatural language
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Systems thinking and its contribution to understanding future designer thinking

2017

Design is changing in a radical way. The object of design is transforming from tangible objects into services and furthermore, into systems. Increasingly, new insights arise from the interfaces between diverse disciplines – such as art, science and technology – which through various discourses and paradigms have been specialized and driven apart. This discussion paper pinpoints the so-called systems thinkers, hybrid-people, whose methods and habits of work are constituted by the reconciliation of different disciplines. The article aims to bring more understanding to the kind of thinking that is needed in the complex and dynamic environment in which we create and use design today. This discu…

Computer sciencefuture designmedia_common.quotation_subjectmonialaisuusArts and Humanities (miscellaneous)Multidisciplinary approachHuman–computer interactionluovuusSystems thinkingsysteemiajattelucreativitymedia_common060201 languages & linguisticsta113systems thinking06 humanities and the artsCreativityComputer Graphics and Computer-Aided DesignObject (philosophy)0602 languages and literatureSystems engineeringSystematic processdesigner thinkingmultidisciplinaryCritical systems thinkingEuropean Academy of Design Conference
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Cognitive Mimetics for Designing Intelligent Technologies

2018

Design mimetics is an important method of creation in technology design. Here, we review design mimetics as a plausible approach to address the problem of how to design generally intelligent technology. We argue that design mimetics can be conceptually divided into three levels based on the source of imitation. Biomimetics focuses on the structural similarities between systems in nature and technical solutions for solving design problems. In robotics, the sensory-motor systems of humans and animals are a source of design solutions. At the highest level, we introduce the concept of cognitive mimetics, in which the source for imitation is human information processing. We review and discuss so…

Computer sciencemedia_common.quotation_subjectdesigningInteraction designlcsh:QA75.5-76.95050105 experimental psychology03 medical and health sciences0302 clinical medicineHuman–computer interactioncognitive mimetics0501 psychology and cognitive sciencesPattern matchingjäljittelymedia_commonDesign technologybusiness.industry05 social sciencesInformation processingRoboticsCognitionHuman-Computer Interactionintelligent technologiessuunnittelumimesiskognitiivinen jäljittelyälytekniikkalcsh:Electronic computers. Computer scienceArtificial intelligenceBiomimeticsbusinessImitation030217 neurology & neurosurgery
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Blending in Hybrid Games: Understanding Hybrid Games Through Experience

2016

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.

Computer sciencepelisuunnittelu518 Media and communicationsaugmented reality gamesContext (language use)02 engineering and technologycomputer.software_genrehybrid gamesTurns rounds and time-keeping systems in gamesConceptual blendingHuman–computer interaction0202 electrical engineering electronic engineering information engineeringta6160501 psychology and cognitive scienceshybridityEmergent gameplayta518Video game design050107 human factorstietokonepelitconceptual blendinggamesGame mechanicsMultimedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual metaphorconceptual metaphor020207 software engineeringmixed reality games113 Computer and information sciencespervasive gamescomputerMeaning (linguistics)
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The Multimodality of Digital Longform Journalism

2016

Digital longform journalism has recently attracted increased attention among both academics and professionals. This study contributes to the growing body of research by dissecting the multimodal structure of digital longform journalism, that is, how the emerging genre combines written language, photography, short videos, maps and other graphical elements, and joins them together into a seamless narrative using subtle transitions. The data consist of 12 longform articles published in 2012–2013, which have been annotated for their visual and verbal content, their underlying principle of organization and the transitions that hold between them. The annotation is stored into a digital corpus, wh…

Computer scienceta6121050801 communication & media studiescomputer.software_genreMultimodalityWorld Wide WebAnnotation0508 media and communicationsNarrativeta518multimodalitymultimodaalisuus060201 languages & linguisticsStructure (mathematical logic)multimedia journalismMultimediaCommunication05 social sciencesPhotography06 humanities and the artsNew media0602 languages and literatureJournalismWritten languagenew mediauusmediacomputerdigital longform journalismDigital Journalism
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