The lack of standard input interfaces in Internet of Things (IoT) ecosystems presents a challenge in securing such infrastructure. To tackle this challenge, we introduce a novel behavioural biometric system based on naturally occurring interactions with objects in smart environments. This biometric leverages existing sensors to authenticate users in such environments without requiring any hardware modifications of existing smart home devices. The system is designed to reduce the need for phone-based authentication mechanisms, on which smart home systems currently rely. It requires the user to approve transactions on their phone only when the user cannot be authenticated with high confidence through their interactions with the smart environment. We conduct a real-world experiment that involves 13 participants in a company environment, using this experiment to also study mimicry attacks on our proposed system. We show that our system can provide seamless and unobtrusive authentication while still staying highly resistant to zero-effort, video, and in-person observation-based mimicry attacks. Even when at most 1% of the strongest type of mimicry attacks are successful, our system does not require the user to take out their phone to approve legitimate transactions in more than 80% of cases for a single interaction. This increases to 92% of transactions when interactions with more objects are considered.
The blockchain-based smart contract lacks privacy since the contract state and instruction code are exposed to the public. Combining smart-contract execution with Trusted Execution Environments (TEEs) provides an efficient solution, called TEE-assisted smart contracts, for protecting the confidentiality of contract states. However, the combination approaches are varied, and a systematic study is absent. Newly released systems may fail to draw upon the experience learned from existing protocols, such as repeating known design mistakes or applying TEE technology in insecure ways. In this paper, we first investigate and categorize the existing systems into two types: the layer-one solution and layer-two solution. Then, we establish an analysis framework to capture their common lights, covering the desired properties (for contract services), threat models, and security considerations (for underlying systems). Based on our taxonomy, we identify their ideal functionalities and uncover the fundamental flaws and reasons for the challenges in each specification design. We believe that this work would provide a guide for the development of TEE-assisted smart contracts, as well as a framework to evaluate future TEE-assisted confidential contract systems.
We present a method to simulate movement in interaction with computers, using Model Predictive Control (MPC). The method starts from understanding interaction from an Optimal Feedback Control (OFC) perspective. We assume that users aim to minimize an internalized cost function, subject to the constraints imposed by the human body and the interactive system. In contrast to previous linear approaches used in HCI, MPC can compute optimal controls for nonlinear systems. This allows us to use state-of-the-art biomechanical models and handle nonlinearities that occur in almost any interactive system. Instead of torque actuation, our model employs second-order muscles acting directly at the joints. We compare three different cost functions and evaluate the simulated trajectories against user movements in a Fitts' Law type pointing study with four different interaction techniques. Our results show that the combination of distance, control, and joint acceleration cost matches individual users' movements best, and predicts movements with an accuracy that is within the between-user variance. To aid HCI researchers and designers, we introduce CFAT, a novel method to identify maximum voluntary torques in joint-actuated models based on experimental data, and give practical advice on how to simulate human movement for different users, interaction techniques, and tasks.
Mobile devices have been manufactured and enhanced at growing rates in the past decades. While this growth has significantly evolved the capability of these devices, their security has been falling behind. This contrast in development between capability and security of mobile devices is a significant problem with the sensitive information of the public at risk. Continuing the previous work in this field, this study identifies key Machine Learning algorithms currently being used for behavioral biometric mobile authentication schemes and aims to provide a comprehensive review of these algorithms when used with touch dynamics and phone movement. Throughout this paper the benefits, limitations, and recommendations for future work will be discussed.
For autonomous quadruped robot navigation in various complex environments, a typical SOTA system is composed of four main modules -- mapper, global planner, local planner, and command-tracking controller -- in a hierarchical manner. In this paper, we build a robust and safe local planner which is designed to generate a velocity plan to track a coarsely planned path from the global planner. Previous works used waypoint-based methods (e.g. Proportional-Differential control and pure pursuit) which simplify the path tracking problem to local point-goal navigation. However, they suffer from frequent collisions in geometrically complex and narrow environments because of two reasons; the global planner uses a coarse and inaccurate model and the local planner is unable to track the global plan sufficiently well. Currently, deep learning methods are an appealing alternative because they can learn safety and path feasibility from experience more accurately. However, existing deep learning methods are not capable of planning for a long horizon. In this work, we propose a learning-based fully autonomous navigation framework composed of three innovative elements: a learned forward dynamics model (FDM), an online sampling-based model-predictive controller, and an informed trajectory sampler (ITS). Using our framework, a quadruped robot can autonomously navigate in various complex environments without a collision and generate a smoother command plan compared to the baseline method. Furthermore, our method can reactively handle unexpected obstacles on the planned path and avoid them. Project page //awesomericky.github.io/projects/FDM_ITS_navigation/.
Video-based programming tutorials are a popular form of tutorial used by authors to guide learners to code. Still, the interactivity of these videos is limited primarily to control video flow. There are existing works with increased interactivity that are shown to improve the learning experience. Still, these solutions require setting up a custom recording environment and are not well-integrated with the playback environment. This paper describes our integrated ITSS environment and evaluates the ease of authoring and playback of our interactive programming tutorials. Our environment is designed to run within the browser sandbox and is less intrusive to record interactivity actions. We develop a recording approach that tracks the author's interactivity actions (e.g., typing code, highlighting words, scrolling panels) on the browser and stored in text and audio formats. We replay these actions using the recorded artefacts for learners to have a more interactive, integrated and realistic playback of the author's actions instead of watching video frames. Our design goals are 1) efficient recording and playback, 2) extensible interactivity features to help students learn better, and 3) a scalable web-based environment. Our first user study of 20 participants who carry out the author tasks agree that it is efficient and easy to author interactive videos in our environment with no additional software needed. Our second user study of 84 students using the environment agrees that the increased interactivity can help them learn better over a video-based tutorial. Our performance test shows that the environment can scale to support up to 500 concurrent users. We hope our open-source environment enable more educators to create interactive programming tutorials.
Collaborative tasks are ubiquitous activities where a form of communication is required in order to reach a joint goal. Collaborative building is one of such tasks. We wish to develop an intelligent builder agent in a simulated building environment (Minecraft) that can build whatever users wish to build by just talking to the agent. In order to achieve this goal, such agents need to be able to take the initiative by asking clarification questions when further information is needed. Existing works on Minecraft Corpus Dataset only learn to execute instructions neglecting the importance of asking for clarifications. In this paper, we extend the Minecraft Corpus Dataset by annotating all builder utterances into eight types, including clarification questions, and propose a new builder agent model capable of determining when to ask or execute instructions. Experimental results show that our model achieves state-of-the-art performance on the collaborative building task with a substantial improvement. We also define two new tasks, the learning to ask task and the joint learning task. The latter consists of solving both collaborating building and learning to ask tasks jointly.
Medical data is often highly sensitive in terms of data privacy and security concerns. Federated learning, one type of machine learning techniques, has been started to use for the improvement of the privacy and security of medical data. In the federated learning, the training data is distributed across multiple machines, and the learning process is performed in a collaborative manner. There are several privacy attacks on deep learning (DL) models to get the sensitive information by attackers. Therefore, the DL model itself should be protected from the adversarial attack, especially for applications using medical data. One of the solutions for this problem is homomorphic encryption-based model protection from the adversary collaborator. This paper proposes a privacy-preserving federated learning algorithm for medical data using homomorphic encryption. The proposed algorithm uses a secure multi-party computation protocol to protect the deep learning model from the adversaries. In this study, the proposed algorithm using a real-world medical dataset is evaluated in terms of the model performance.
Earables (ear wearables) is rapidly emerging as a new platform encompassing a diverse range of personal applications. The traditional authentication methods hence become less applicable and inconvenient for earables due to their limited input interface. Nevertheless, earables often feature rich around-the-head sensing capability that can be leveraged to capture new types of biometrics. In this work, we proposeToothSonic which leverages the toothprint-induced sonic effect produced by users performing teeth gestures for earable authentication. In particular, we design representative teeth gestures that can produce effective sonic waves carrying the information of the toothprint. To reliably capture the acoustic toothprint, it leverages the occlusion effect of the ear canal and the inward-facing microphone of the earables. It then extracts multi-level acoustic features to reflect the intrinsic toothprint information for authentication. The key advantages of ToothSonic are that it is suitable for earables and is resistant to various spoofing attacks as the acoustic toothprint is captured via the user's private teeth-ear channel that modulates and encrypts the sonic waves. Our experiment studies with 25 participants show that ToothSonic achieves up to 95% accuracy with only one of the users' tooth gestures.
Proactive dialogue system is able to lead the conversation to a goal topic and has advantaged potential in bargain, persuasion and negotiation. Current corpus-based learning manner limits its practical application in real-world scenarios. To this end, we contribute to advance the study of the proactive dialogue policy to a more natural and challenging setting, i.e., interacting dynamically with users. Further, we call attention to the non-cooperative user behavior -- the user talks about off-path topics when he/she is not satisfied with the previous topics introduced by the agent. We argue that the targets of reaching the goal topic quickly and maintaining a high user satisfaction are not always converge, because the topics close to the goal and the topics user preferred may not be the same. Towards this issue, we propose a new solution named I-Pro that can learn Proactive policy in the Interactive setting. Specifically, we learn the trade-off via a learned goal weight, which consists of four factors (dialogue turn, goal completion difficulty, user satisfaction estimation, and cooperative degree). The experimental results demonstrate I-Pro significantly outperforms baselines in terms of effectiveness and interpretability.
Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.