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Automobile premium brands operate globally, which is undoubtedly required, because, for the most part, domestic markets are either decreasing or stagnating. China has become today the most important and biggest car market. Recently selling has become challenging because urban areas are well penetrated, and in poorly penetrated rural areas, incomes are low. This is particularly alarming for German brands, because of their premium orientation. Simultaneously, the after-sales market in China has been growing continuously. As a result, this market has a huge potential, which is likewise attractive because it has been scientifically proven across industries that after-sales services are high-margin profit drivers. Despite its great significance, the Chinese automobile after-sales market remains insufficiently researched, especially in terms of critical success factors and cultural influences, which therefore was the starting point for a study. The results will presented and interpreted now in this new working-paper.
Covert channels have been known for a long time because of their versatile forms of appearance. For nearly every technical improvement or change in technology, such channels have been (re-)created or known methods have been adapted. For example, the introduction of hyperthreading technology has introduced new possibilities for covert communication between malicious processes because they can now share the arithmetic logical unit as well as the L1 and L2 caches, which enable establishing multiple covert channels. Even virtualization, which is known for its isolation of multiple machines, is prone to covert- and side-channel attacks because of the sharing of resources. Therefore, it is not surprising that cloud computing is not immune to this kind of attacks. Moreover, cloud computing with multiple, possibly competing users or customers using the same shared resources may elevate the risk of illegitimate communication. In such a setting, the “air gap” between physical servers and networks disappears, and only the means of isolation and virtual separation serve as a barrier between adversary and victim. In the work at hand, we will provide a survey on vulnerable spots that an adversary could exploit trying to exfiltrate private data from target virtual machines through covert channels in a cloud environment. We will evaluate the feasibility of example attacks and point out proposed mitigation solutions in case they exist.
The number of impaired persons rises -- as a result of both regular degradation with age and psychological problems like burnout. Sheltered work organizations aim to reintegrate impaired persons into work environments and prepare them for the re-entry in the regular job market.
Both for elderly and for impaired persons it is crucial to quickly assess the abilities, to identify limits and potentials and thus find work processes suitable for their skill profile.
This work focuses on the analysis and comparison of software-tools that assess the abilities of persons with impairments. We describe two established generic tools (CANTAB, Cogstate), analyze a yet unknown specialized tool (Hamet) and present a new gamified tool (GATRAS).
Finally, we present a study with 20 participants with impairments, comparing the tools against a ground truth baseline generated by a real-world assembly task.
Remote code attestation protocols are an essential building block to offer a reasonable system security for wireless embedded devices. In the work at hand we investigate in detail the trustability of a purely software-based remote code attestation based inference mechanism over the wireless when e.g. running the prominent protocol derivate SoftWare-based ATTestation for Embedded Devices (SWATT). Besides the disclosure of pitfalls of such a protocol class we also point out good parameter choices which allow at least a meaningful plausibility check with a balanced false positive and false negative ratio.
All business is local
(2016)
Gamification implies the application of methods and design patterns from gaming to non-gaming areas like learning or working. We applied an existing gamification design to production processes in an organization which provides sheltered employment for impaired persons. In contrast to existing work, we investigated not only a short period but a complete workday to measure the effects on the work performance. The study indicates that gamification has (1) a negative effect on workers with considerable cognitive impairments, (2) no significant effect on workers with medium cognitive impairments and (3) a positive effect on workers with mild cognitive impairments.
In this work, we investigate how gamification can be integrated into work processes in the automotive industry. The contribution contains five parts: (1) An introduction showing how gamification has become increasingly common, especially in education, health and the service industry. (2) An analysis on the state of the art of gamified applications, discussing several best practices. (3) An analysis of the special requirements for gamification in production, regarding both external norms and the mindset of workers in this domain. (4) An overview of first approaches towards a gamification of production, focusing on solutions for impaired workers in sheltered work organizations. (5) A study with a focus group of instructors at two large car manufacturers. Based on the presentation of three potential designs for the gamification of production, the study investigates the general acceptance of gamification in modern production and determines which design is best suited for future implementations.