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The identification of vulnerabilities is an important element in the software development life cycle to ensure the security of software. While vulnerability identification based on the source code is a well studied field, the identification of vulnerabilities on basis of a binary executable without the corresponding source code is more challenging. Recent research [1] has shown how such detection can generally be enabled by deep learning methods, but appears to be very limited regarding the overall amount of detected vulnerabilities. We analyse to what extent we could cover the identification of a larger variety of vulnerabilities. Therefore, a supervised deep learning approach using recurrent neural networks for the application of vulnerability detection based on binary executables is used. The underlying basis is a dataset with 50,651 samples of vulnerable code in the form of a standardised LLVM Intermediate Representation. Te vectorised features of a Word2Vec model are used to train different variations of three basic architectures of recurrent neural networks (GRU, LSTM, SRNN). A binary classification was established for detecting the presence of an arbitrary vulnerability, and a multi-class model was trained for the identification of the exact vulnerability, which achieved an out-of-sample accuracy of 88% and 77%, respectively. Differences in the detection of different vulnerabilities were also observed, with non-vulnerable samples being detected with a particularly high precision of over 98%. Thus, our proposed technical approach and methodology enables an accurate detection of 23 (compared to 4 [1]) vulnerabilities.
Complex tourism products with intangible service components are difficult to explain to potential customers. This research elaborates the use of virtual reality (VR) in the field of shore excursions. A theoretical research model based on the technology acceptance model was developed, and hypotheses were proposed. Cruise passengers were invited to test 360° excursion images on a landing page. Data was collected using an online questionnaire. Finally, data was analyzed using the PLS-SEM method. The results provide theoretical implications on technology acceptance model (TAM) research in the field of cruise tourism. Furthermore, the results and implications indicate the potential of virtual 360° shore excursion presentations for the cruise industry.
In 2015, Google engineer Alexander Mordvintsev presented DeepDream as technique to visualise the feature analysis capabilities of deep neural networks that have been trained on image classification tasks. For a brief moment, this technique enjoyed some popularity among scientists, artists, and the general public because of its capability to create seemingly hallucinatory synthetic images. But soon after, research moved on to generative models capable of producing more diverse and more realistic synthetic images. At the same time, the means of interaction with these models have shifted away from a direct manipulation of algorithmic properties towards a predominance of high level controls that obscure the model's internal working. In this paper, we present research that returns to DeepDream to assess its suit-ability as method for sound synthesis. We consider this research to be necessary for two reasons: it tackles a perceived lack of research on musical applications of DeepDream, and it addresses DeepDream's potential to combine data driven and algorithmic approaches. Our research includes a study of how the model architecture, choice of audio data-sets, and method of audio processing influence the acoustic characteristics of the synthesised sounds. We also look into the potential application of DeepDream in a live-performance setting. For this reason, the study limits itself to models consisting of small neural networks that process time-domain representations of audio. These models are resource-friendly enough to operate in real time. We hope that the results obtained so far highlight the attractiveness of Deep-Dream for musical approaches that combine algorithmic investigation with curiosity driven and open ended exploration.
Digital, virtual environments and the metaverse are rapidly taking shape and will generate disruptive changes in the areas of ethics, privacy, safety, and how the relationships between human beings will be developed. To uncover some of some of the implications that will impact those areas, this study investigates the perceptions of 101 younger people from the generations Y and Z. We present a first exploratory analysis of the findings, focusing on knowledge and self-perception. Results show that these young generations are seriously doubting their knowledge on the metaverse and virtual worlds – regarding both the definition and the usage. It is interesting to see only a medium confidence level, considering that the participants are young and from an academic environment, which should increase their interest in and the affinity towards virtual worlds. Males from both generations perceive themselves as significantly more knowledgeable than females. Regarding a fitting definition, almost 40% agreed on the metaverse as a “universal and immersive virtual world that is made accessible using virtual reality and augmented reality technologies”. Regarding the topic in general, several participants (almost 40%) considered themselves sceptics or “just” users (38%). Interestingly, generation Y participants were more likely than the younger generation Z participants to identify themselves as early adopters or innovators. In result, the considerable amount of “mixed feelings” regarding digital, virtual environments and the metaverse shows that in-depth studies on the perception of the metaverse as well as its ethical and integrity implications are required to create more accessible, inclusive, safe, and inclusive digital, virtual environments.
Currently, immersive technologies are enjoying great popularity. This trend is reflected in technological advances and the emergence of new products for the mass market, such as augmented reality glasses. The range of applications for immersive technologies is growing with more efficient and affordable technologies and student adoption. Especially in education, the use will improve existing learning methods. Immersive application use visual, audio and haptic sensors to fully engage the user in a virtual environment. This impression is reinforced with the help of realistic visualizations and the opportunity for interaction. In particular, Augmented reality is characterized by a high degree of integration between reality and the inserted virtual objects. An augmented interactive simulation for the determination of the specific charge of an electron will be used as an example to demonstrate how such immersion can be created for users. A virtual Helmholtz coil is used to measure and calculate the e/m constant. The voltage at the cathode for generating the electron beam, but also the voltage of the homogeneous magnetic field for deflecting the electron beam, can be variably controlled by haptic user input. Based on these voltages, an immersive virtual electron beam is calculated and visualized. In this paper, the authors present the conceptual steps of this immersive application and address the challenges associated with designing and developing an augmented and interactive simulation.
Redesigning a curriculum for teaching media technology is a major challenge. Up-to-date teaching and learning concepts are necessary that meet the constant technological progress and prepare students specifically for their professional life. Teaching and studying should be characterized by a student-oriented teaching and learning culture. In order to achieve this goal, consistent evaluation is essential. The aim of the evaluation concept presented here is to generate structured information regarding the quality of content-related, didactic and organizational aspects of teaching. The exchange of opinions between students and lecturers should be encouraged in order to continuously improve the teaching and learning processes.
The paper will focus on the activities of the International Year of Light and Optical Technologies 2015 (IYL) with their impact in life, science, art, culture, education and outreach as well as the importance in promoting the objectives for sustainable development. It describes our activities carried out in the run-up to or during the IYL, as well as reports on the generic projects that led to the success of the IYL. The success of the IYL is illustrated by examples and statistics. Relating to the potential and success of the IYL, the impact and the genesis of the International Day of Light (IDL) is presented. Impressions from the opening ceremony of the IYL in Paris at UNESCO headquarters and the Inaugural Ceremony of the IDL will then be covered. A second focus is placed on the interdisciplinary media projects realized by the students of our university dedicated to these events. Finally, an analysis of the impact and legacy of IYL and IDL will be presented.
Public educational institutions are increasingly confronted with a decline in the number of applicants, which is why competition between colleges and universities is also intensifying. For this reason, it is important to position oneself as an institution in order to be perceived by the various target groups and to differentiate oneself from the competition. In this context, the brand and thus its perception and impact play a decisive role, especially in view of the desired communication of the institution's own values and its self-image, the brand identity. To this end, emotions serve as an approach to creating positive stimulation and brand loyalty.
Inner Congo
(2023)
This research-creation project, part of the DE\GLOBALIZE artistic research cycle presented at the #IFM2022 Conference, investigates the complexities of Congo violence, care, and colonialism. Drawing on Michel Serres' metaphor of the great estuaries, the study explores the topology of interactive documentaries, blending theory, emotion, and personal experiences. Accessible through the interactive web documentation at http://deglobalize.com, the platform offers a media-archaeological archive for speculative ethnography, enabling the forensic processing of single documents in line with actor-network theory.