Abstract While the public claim concern for their privacy, they frequently appear to overlook it. This disparity between concern and behaviour is known as the Privacy Paradox. Such issues are particularly prevalent on wearable devices. These products can store personal data, such as text messages and contact details. However, owners rarely use protective features. Educational games can be effective in encouraging changes in behaviour. Therefore, we developed the first privacy game for (Android) Wear OS watches. 10 participants used smartwatches for two months, allowing their high-level settings to be monitored. Five individuals were randomly assigned to our treatment group, and they played a dynamically-customised privacy-themed game. To minimise confounding variables, the other five received the same app but lacking the privacy topic. The treatment group improved their protection, with their usage of screen locks significantly increasing ( p = 0.043). In contrast, 80 of the control group continued to never restrict their settings. After the posttest phase, we evaluated behavioural rationale through semi-structured interviews. Privacy concerns became more nuanced in the treatment group, with opinions aligning with behaviour. Actions appeared influenced primarily by three factors: convenience, privacy salience and data sensitivity. This is the first smartwatch game to encourage privacy-protective behaviour.
Albayram2017a later explored whether videos can encourage the use of Two-Factor Authentication (2FA). Through a 2x2x2 design, they generated and evaluated eight videos. Their content varied on whether risk, self-efficacy and contingency were included. When the first two components were highlighted in the videos, participants were found to adopt 2FA. Both risk and self-efficacy are considered within PMT, and we also use the theory to encourage alterations. However, while Albayram2017a used Amazon Mechanical Turk, we analyse participants through a field study. Our in-person approach delivers several advantages. Since our behaviour is empirical rather than self-reported, it should be less prone to falsehood @cite_38 . With participants using a real smartwatch in a native environment, our findings should also have external validity. Finally, although our in-person approach limited our sample size, it supported rationale extraction through rich interviews.
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Requesters on crowdsourcing platforms, such as Amazon Mechanical Turk, routinely insert gold questions to verify that a worker is diligent and is providing high-quality answers. However, there is no clear understanding of when and how many gold questions to insert. Typically, requesters mix a flat 10-30 of gold questions into the task stream of every worker. This static policy is arbitrary and wastes valuable budget --- the exact percentage is often chosen with little experimentation, and, more importantly, it does not adapt to individual workers, the current mixture of spamming vs. diligent workers, or the number of tasks workers perform before quitting. We formulate the problem of balancing between (1) testing workers to determine their accuracy and (2) actually getting work performed as a partially-observable Markov decision process (POMDP) and apply reinforcement learning to dynamically calculate the best policy. Evaluations on both synthetic data and with real Mechanical Turk workers show that our agent learns adaptive testing policies that produce up to 111 more reward than the non-adaptive policies used by most requesters. Furthermore, our method is fully automated, easy to apply, and runs mostly out of the box. Crowd-sourcing approaches such as Amazon's Mechanical Turk (MTurk) make it possible to annotate or collect large amounts of linguistic data at a relatively low cost and high speed. However, MTurk offers only limited control over who is allowed to particpate in a particular task. This is particularly problematic for tasks requiring free-form text entry. Unlike multiple-choice tasks there is no correct answer, and therefore control items for which the correct answer is known cannot be used. Furthermore, MTurk has no effective built-in mechanism to guarantee workers are proficient English writers. We describe our experience in creating corpora of images annotated with multiple one-sentence descriptions on MTurk and explore the effectiveness of different quality control strategies for collecting linguistic data using Mechanical MTurk. We find that the use of a qualification test provides the highest improvement of quality, whereas refining the annotations through follow-up tasks works rather poorly. Using our best setup, we construct two image corpora, totaling more than 40,000 descriptive captions for 9000 images. In this paper, we propose four continuous authentication designs by using the characteristics of arm movements while individuals walk. The first design uses acceleration of arms captured by a smartwatch's accelerometer sensor, the second design uses the rotation of arms captured by a smartwatch's gyroscope sensor, third uses the fusion of both acceleration and rotation at the feature-level and fourth uses the fusion at score-level. Each of these designs is implemented by using four classifiers, namely, k nearest neighbors (k-NN) with Euclidean distance, Logistic Regression, Multilayer Perceptrons, and Random Forest resulting in a total of sixteen authentication mechanisms. These authentication mechanisms are tested under three different environments, namely an intra-session, inter-session on a dataset of 40 users and an inter-phase on a dataset of 12 users. The sessions of data collection were separated by at least ten minutes, whereas the phases of data collection were separated by at least three months. Under the intra-session environment, all of the twelve authentication mechanisms achieve a mean dynamic false accept rate (DFAR) of 0 and dynamic false reject rate (DFRR) of 0 . For the inter-session environment, feature level fusion-based design with classifier k-NN achieves the best error rates that are a mean DFAR of 2.2 and DFRR of 4.2 . The DFAR and DFRR increased from 5.68 and 4.23 to 15.03 and 14.62 respectively when feature level fusion-based design with classifier k-NN was tested under the inter-phase environment on a dataset of 12 users. 3-D convolutional neural networks (3-D-convNets) have been very recently proposed for action recognition in videos, and promising results are achieved. However, existing 3-D-convNets has two “artificial” requirements that may reduce the quality of video analysis: 1) It requires a fixed-sized (e.g., 112 @math 112) input video; and 2) most of the 3-D-convNets require a fixed-length input (i.e., video shots with fixed number of frames). To tackle these issues, we propose an end-to-end pipeline named Two-stream 3-D-convNet Fusion , which can recognize human actions in videos of arbitrary size and length using multiple features. Specifically, we decompose a video into spatial and temporal shots. By taking a sequence of shots as input, each stream is implemented using a spatial temporal pyramid pooling (STPP) convNet with a long short-term memory (LSTM) or CNN-E model, softmax scores of which are combined by a late fusion. We devise the STPP convNet to extract equal-dimensional descriptions for each variable-size shot, and we adopt the LSTM CNN-E model to learn a global description for the input video using these time-varying descriptions. With these advantages, our method should improve all 3-D CNN-based video analysis methods. We empirically evaluate our method for action recognition in videos and the experimental results show that our method outperforms the state-of-the-art methods (both 2-D and 3-D based) on three standard benchmark datasets (UCF101, HMDB51 and ACT datasets).