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This article describes the possibilities and problems that occur using the SteamVR tracking 2.0 system as a camera tracking system in a virtual studio and explains an approach for implementation and calibration within a professional studio environment. The tracking system allows for cost effective deployment. Relevant application fields are also mixed reality recording and streaming of AR and VR experiences.
A visual and spatial feedback system for orientation in virtual sets of virtual TV studios was developed and evaluated. It is based on a green proxy object, which moves around in the acting space by way of four transparent wires. A separate unit controls four winches and is connected to an engine, which renders the virtual set. A new developed plugin registers a virtual object’s position with the proxy object which imitates the virtual object’s movement on stage. This will allow actors to establish important eye contact with a virtual object and feel more comfortable in a virtual set. Furthermore, interaction with the virtual object and its proxy can be realised through a markerless actor tracking system. Several possible scenarios for user application were recorded and presented to experts in the broadcast industry, who evaluated the potential of SpiderFeedback in interviews and by questionnaires.
The interpretation process of complex data sets makes the integration of effective interaction techniques crucial. Recent work in the field of human-computer interaction has shown that there is strong evidence that multimodal user interaction, i.e. the integration of various input modalities and interaction techniques into one comprehensive user interface, can improve human performance when interacting with complex data sets. However, it is still unclear which factors make these user interfaces superior to unimodal user interfaces. The contribution of this work is an analytical comparison of a multimodal and a unimodal user interface for a scientific visualization application. We show that multimodal user interaction with simultaneously integrated speech and gesture input improves user performance regarding efficiency and ease of use.
Listening to music played by small MP3-players is almost as ubiquituous as talking over mobile phones. In this paper we analyse interaction elements and usabilty of current MP3-players. To determine the usability, an empirical study based on a website that presented three simulated MP3-players was performed with over 1000 participants.
The results show that, despite most marketing claims, some interaction devices are not as intuitive and really suitable for the task as they schould be. Also we found some surprising results concerning erroneous usage of navigation keys.
A mobile phone the size of a candy bar offers dozens of complex functions, a masterpiece of engineering. Unfortunately, the more functions are available, the less they are accessible to the average user. The design of the user interface suffers from a lack of suitability for the tasks, does not conform to user expectations and a suboptimal self-descriptiveness. The usability of modern mobile phones was tested in a broad survey with over 1300 participants. An internet based simulation offered tasks and an online evaluation. It could be pointed out that mobile phones are not only hard to access for novices but also those who consider themselves experts have difficulties when confronted with unknown functions or another brand of phone. Approaches to increase the usability are discussed.
Es scheint so zu sein, dass sich die beiden Ziele Gebrauchstauglichkeit und Sicherheit sehr häufig in der Umsetzung gegenseitig ausschließen: Eine sehr sichere Anwendung ist meistens eher aufwändiger zu benutzen und zu warten, eine einfach zu benutzende Anwendung vernachlässigt häufig die Sicherheit.
Als Lösung kann (wieder einmal) darauf hingewiesen werden, dass "gute" Software mehr ist als lediglich funktionierende Software. Im gesamten Entwicklungsprozess müssen vielfältige funktionale und nicht-funktionale Anforderungen, wie die der Sicherheit und Gebrauchstauglichkeit, berücksichtigt werden, um allen, auch sich zunächst widersprechenden, Anforderungen gerecht zu werden.
Das Gebiet Mensch-Computer-Interaktion umfasst die Analyse, Gestaltung und Bewertung menschen- und aufgabengerechter Computeranwendungen. Alle Personen die Software definieren, gestalten und erstellen sollen ein Mindestverständnis für die Anforderungen an die Gebrauchstauglichkeit (Usability) von interaktiven Systemen besitzen.
Das vorliegende Curriculum beschreibt ein Basismodul für die Vermittlung des hierfür erforderlichen Wissens. Es ist ein Ziel der Gesellschaft für Informatik, dass die jeweilige Ausbildung der oben genannten Personen solch ein Basismodul enthält.
Die Interaktion zwischen Mensch und Computer ist ein sehr interessanter und immer wichtiger werdender Aspekt bei der Entwicklung von Software.
In diesem Buch erfahren Sie daher
- Wie Menschen und Computer kommunizieren, handeln und reagieren
- Welche Interaktionsformen es für die Kommunikation mit dem Computer gibt
- Wie Sie diese Kenntnisse nutzen können, um Programme zu entwickeln, die der Anwender erfolgreich nutzen kann
Based on experience in teaching programming, we developed the integrated development environment (IDE) 5Code especially to support beginners. As a first step, a simple, understandable formula was developed how to advance from the problem to the program in 5 operative steps:
read it → get it → think it → note it → code it.
In order to reduce the cognitive load of the learners effectively, 5Code was designed such that all 5 steps are permanently presented, accessible and executable. Thus, learners are provided with the entire programming context from presentation of the task via own notes and annotations to the code area. Learners can mark and annotate any part of the given task’s text; these annotations can be edited as notes with own comments. Furthermore, the notes can be dragged into the code area, where they are shown as comments in the coding language. Any modifications in the comments are synchronized between notes and code. 5Code is implemented as a web-application. It is used in university introductory courses on object oriented programming.
We present a security engineering process based on security problem frames and concretized security problem frames. Both kinds of frames constitute patterns for analyzing security problems and associated solution approaches. They are arranged in a pattern system that makes dependencies between them explicit. We describe step-by-step how the pattern system can be used to analyze a given security problem and how solution approaches can be found. Further, we introduce a new frame that focuses on the privacy requirement anonymity.
We give an enumeration of possible problem frames, based on domain characteristics, and comment on the usefulness of the obtained frames. In particular, we investigate problem domains and their characteristics in detail. This leads to fine-grained criteria for describing problem domains. As a result, we identify a new type of problem domain and come up with integrity conditions for developing useful problem frames. Taking a complete enumeration of possible problem frames (with at most three problem domains, of which only one is constrained) as a basis, we find 8 new problem frames, 7 of which we consider as useful in practical software development.
Preserving Software Quality Characteristics from Requirements Analysis to Architectural Design
(2006)
We present a pattern system/or security requirements engineering, consisting of security problem frames and concretized security problem frames. These are special kinds of problem frames that serve to structure, characterize, analyze, and finally solve software development problems in the area of software and system security. We equip each frame with formal preconditions and postconditions. The analysis of these conditions results in a pattern system that explicitly shows the dependencies between the different frames. Moreover, we indicate related frames, which are commonly used together with the considered frame. Hence, our approach helps security engineers to avoid omissions and to cover all security requirements that are relevant for a given problem.
Problem frames are patterns for analyzing, structuring, and characterizing software development problems. This paper presents a formal metamodel for problem frames expressed in UML class diagrams and using the formal specification notation OCL. That metamodel clarifies the nature of the different syntactical elements of problem frames, as well as the relations between them. It provides a framework for syntactical analysis and semantic validation of newly defined problem frames, and it prepares the ground for tool support for the problem frame approach.
We present a process to develop secure software with an extensive pattern-based security requirements engineering phase. It supports identifying and analyzing conflicts between different security requirements. In the design phase, we proceed by selecting security software components that achieve security requirements. The process enables software developers to systematically identify, analyze, and finally realize security requirements using security software components. We illustrate our approach by a lawyer agency software example.
We present a threat and risk-driven methodology to security requirements engineering. Our approach has a strong focus on gathering, modeling, and analyzing the environment in which a secure ICT-system to be built is located. The knowledge about the environment comprises threat and risk models. This security-relevant knowledge is used to assess the adequacy of security mechanisms, which are selected to establish security requirements.
This paper presents a conceptual framework for security engineering, with a strong focus on security requirements elicitation and analysis. This conceptual framework establishes a clear-cut vocabulary and makes explicit the interrelations between the different concepts and notions used in security engineering. Further, we apply our conceptual framework to compare and evaluate current security requirements engineering approaches, such as the Common Criteria, Secure Tropos, SREP, MSRA, as well as methods based on UML and problem frames. We review these methods and assess them according to different criteria, such as the general approach and scope of the method, its validation, and quality assurance capabilities. Finally, we discuss how these methods are related to the conceptual framework and to one another.
Interdisciplinary communities involve people and knowledge from different disciplines in addressing a common challenge. Differing perspectives, processes, methods, tools, vocabularies, and standards are problems that arise in this context. We present an approach to support bringing together disciplines based on a common body of knowledge (CBK), in which knowledge from different disciplines is collected, integrated, and structured. The novelty of our approach is twofold: first, it introduces a CBK ontology, which allows one to semantically enrich contents in order to be able to query the CBK in a more elaborate way afterwards. Second, it heavily relies on user participation in building up a CBK, making use of the Semantic MediaWiki as a platform to support collaborative writing. The CBK ontology is backed by a conceptual framework, consisting of concepts to structure the knowledge, to provide access options to it, and to build up a common terminology. To ensure a high quality of the provided contents and to sustain the community’s commitment, we further present organizational means as part of our approach. We demonstrate our work using the example of a Network of Excellence EU project, which aims at bringing together researchers and practitioners from services computing, security and software engineering.
The ISO 27000 is a well-established series of information security standards. The scope for applying these standards can be an organisation as a whole, single business processes or even an IT application or IT infrastructure. The context establishment and the asset identification are among the first steps to be performed. The quality of the results produced when performing these steps has a crucial influence on the subsequent steps such as identifying loss, vulnerabilities, possible attacks and defining countermeasures. Thus, a context analysis to gather all necessary information in the initial steps is important, but is not offered in the standard. In this paper, we focus on the scope of cloud computing systems and present a way to support the context establishment and the asset identification described in ISO 27005. A cloud system analysis pattern and different kinds of stakeholder templates serve to understand and describe a given cloud development problem, i.e. the envisaged IT systems and the relevant parts of the operational environment. We illustrate our support using an online banking cloud scenario.
The Security Twin Peaks
(2011)
In this paper, we present an approach to adopt UMLsec, which is defined for UML 1.5, to support the current UML version 2.3. The new profile UMLsec4UML2 is technically constructed as a UML profile diagram, which is equipped with a number of integrity conditions expressed using OCL. Consequently, the UMLsec4UML2-profile can be loaded in any Eclipse-based EMF- and MDT-compatible UML editing tool to develop and analyze different kinds of security models. The OCL constraints replace the static checks of the tool support for the old UMLsec defined for UML 1.5. Thus, the UMLsec4UML2-profile not only provides the whole expresiveness of UML2.3 for security modeling, it also brings considerably more freedom in selecting a basic UML editing tool, and it integrates modeling and analyzing security models. Since UML2.3 comprises new diagram types, as well as new model elements and new semantics of diagram types already contained in UML1.5, we consider a number of these changes in detail. More specifically, we consider composite structure and sequence diagrams with respect to modeling security properties according to the original version of UMLsec. The goal is to use UMLsec4UML2 to specify architectural security patterns.
In this paper, the author aim to present a threat and risk-driven methodology to security requirements engineering. The chosen approach has a strong focus on gathering, modeling, and analyzing the environment in which a secure ICT-system to be built is located. The knowledge about the environment comprises threat and risk models. As presented in the paper, this security-relevant knowledge is used to assess the adequacy of security mechanisms, which are then selected to establish security requirements.
Developing security-critical systems is difficult, and there are many well-known examples of vulnerabilities exploited in practice. In fact, there has recently been a lot of work on methods, techniques, and tools to improve this situation already at the system specification and design. However, security-critical systems are increasingly long-living and undergo evolution throughout their lifetime. Therefore, a secure software development approach that supports maintaining the needed levels of security even through later software evolution is highly desirable. In this chapter, we recall the UMLsec approach to model-based security and discuss on tools and techniques to model and verify evolution of UMLsec models.
The authors present a security engineering process based on security problem frames and concretized security problem frames. Both kinds of frames constitute patterns for analyzing security problems and associated solution approaches. They are arranged in a pattern system that makes dependencies between them explicit. The authors describe step-by-step how the pattern system can be used to analyze a given security problem and how solution approaches can be found. Afterwards, the security problems and the solution approaches are formally modeled in detail. The formal models serve to prove that the solution approaches are correct solutions to the security problems. Furthermore, the formal models of the solution approaches constitute a formal specification of the software to be developed. Then, the specification is implemented by generic security components and generic security architectures, which constitute architectural patterns. Finally, the generic security components and the generic security architecture that composes them are refined and the result is a secure software product built from existing and/or tailor-made security components.
Considering legal aspects during software development is a challenging problem, due to the cross-disciplinary expertise required. The problem is even more complex for cloud computing systems, because of the international distribution, huge amounts of processed data, and a large number of stakeholders that own or process the data. Approaches exist to deal with parts of the problem, but they are isolated from each other. We present an integrated method for elicitation of legal requirements. A cloud computing online banking scenario illustrates the application of our methods. The running example deals with the problem of storing personal information in the cloud and based upon the BDSG (German Federal Data Protection Act). We describe the structure of the online banking cloud system using an existing pattern-based approach. The elicited information is further refined and processed into functional requirements for software development. Moreover, our method covers the analysis of security-relevant concepts such as assets and attackers particularly with regard to laws. The requirements artifacts then serve as inputs for existing patterns for the identification of laws relevant for the online banking cloud system. Finally, our method helps to systematically derive functional as well as security requirements that realize the previously identified laws.
The discipline of engineering secure software and services brings together researchers and practitioners from software, services, and security engineering. This interdisciplinary community is fairly new, it is still not well integrated and is therefore confronted with differing perspectives, processes, methods, tools, vocabularies, and standards. We present a Common Body of Knowledge (CBK) to overcome the aforementioned problems. We capture use cases from research and practice to derive requirements for the CBK. Our CBK collects, integrates, and structures knowledge from the different disciplines based on an ontology that allows one to semantically enrich content to be able to query the CBK. The CBK heavily relies on user participation, making use of the Semantic MediaWiki as a platform to support collaborative writing. The ontology is complemented by a conceptual framework, consisting of concepts to structure the knowledge and to provide access to it, and a means to build a common terminology. We also present organizational factors covering dissemination and quality assurance.
An ISO 27001 compliant information security management system is difficult to create, due to the the limited support for system development and documentation provided in the standard. We present a structured analysis of the documentation and development requirements in the ISO 27001 standard. Moreover, we investigate to what extent existing security requirements engineering approaches fulfill these requirements. We developed relations between these approaches and the ISO 27001 standard using a conceptual framework originally developed for comparing security requirements engineering methods. The relations include comparisons of important terms, techniques, and documentation artifacts. In addition, we show practical applications of our results.
The “Journal of Virtual Reality and Broadcasting” is an open access E-journal covering advanced media technology for the integration of human computer interaction and modern information systems. The main focus is on the creation of synergies between such basic technologies as computer graphics and state-of-the-art broadcasting techniques.
The main goals are to publish research results in the field of Virtual Reality and Broadcasting, to provoke discussions, and to promote the exchange of ideas and information. Developments in the area have a direct effect on society, therefore social aspects will also be considered. As an interdisciplinary field Virtual Reality requires multilateral collaboration in order to enable new applications.
RB publishes articles consecutively and in electronic form only. All articles are peer-reviewed in a strict review process by at least three independent experts from the appropriate field of research and appear in the English language. The articles are organized in one volume per year with ten to twenty articles. Material that has been previously presented at conferences undergo a major revision and are extended and modified by the authors with at least 20% new material according to the Journal's policy for previously published articles. The Journal has been established in 2004.
Currently, the submission and publication of articles is free of charge. No author fees are applied.
Broader use of virtual reality environments and sophisticated animations spawn a need for spatial sound. Until now, spatial sound design has been based very much on experience and trial and error. Most effects are hand-crafted, because good design tools for spatial sound do not exist. This paper discusses spatial sound authoring and its applications, including shared virtual reality environments based on VRML. New utilities introduced by this research are an inspector for sound sources, an interactive resource manager, and a visual soundscape manipulator. The tools are part of a sound spatialization framework and allow a designer/author of multimedia content to monitor and debug sound events. Resource constraints like limited sound spatialization channels can also be simulated.