8 resultados para Mobile money
em WestminsterResearch - UK
Resumo:
Adequate user authentication is a persistent problem, particularly with mobile devices, which tend to be highly personal and at the fringes of an organisation's influence. Yet these devices are being used increasingly in various business settings, where they pose a risk to security and privacy, not only from sensitive information they may contain, but also from the means they typically offer to access such information over wireless networks. User authentication is the first line of defence for a mobile device that falls into the hands of an unauthorised user. However, motivating users to enable simple password mechanisms and periodically update their authentication information is difficult at best. This paper examines some of the issues relating to the use of biometrics as a viable method of authentication on mobile wireless devices. It is also a critical analysis of some of the techniques currently employed and where appropriate, suggests novel hybrid ways in which they could be improved or modified. Both biometric technology and wireless setting based constraints that determine the feasibility and the performance of the authentication feature are specified. Some well known biometric technologies are briefly reviewed and their feasibility for wireless and mobile use is reviewed. Furthermore, a number of quantitative and qualitative parameters for evaluation are also presented. Biometric technologies are continuously advancing toward commercial implementation in wireless devices. When carefully designed and implemented, the advantage of biometric authentication arises mainly from increased convenience and coexistent improved security.
Resumo:
This article argues that the emergence of a trans-disciplinary discourse of ‘visual culture’ must be understood as, above all, a constitutively urban phenomenon. More specifically, it is in the historically new form of the capitalist metropolis, as described most famously by Simmel, that the ‘hyper-stimulus’ of modern visual culture has its social and spatial conditions. Paradoxically, however, it is as a result of this that visual culture studies is also intrinsically ‘haunted’ by a certain spectre of the invisible: one rooted in those forms of ‘real abstraction’ which Marx identifies with the commodity and the money form. Considering, initially, the canonical urban visual forms of the collage and the spectacle, these are each read in a certain relation to Simmel’s account of metropolitan life and of the money form, and, through this, to what the author claims are those forms of social and spatial abstraction that must be understood to animate them. Finally, the article returns to the entanglement of the visible and invisible entailed by this, and concludes by making some tentative suggestions about something like a paradoxical urban ‘aesthetic’ of abstraction on such a basis.
Resumo:
The Human-Computer Interaction (HCI) with interfaces is an active challenge field in the industry over the past decades and has opened the way to communicate with the means of verbal, hand and body gestures using the latest technologies for a variety of different applications in areas such as video games, training and simulation. However, accurate recognition of gestures is still a challenge. In this paper, we review the basic principles and current methodologies used for collecting the raw gesture data from the user for recognize actions the users perform and the technologies currently used for gesture-HCI in games enterprise. In addition, we present a set of projects from various applications in games industry that are using gestural interaction.
Resumo:
Games and applications with gamified elements have been used in teaching and learning widely. Gamified applications attract the interest of students and teachers because they assist them to achieve their cognitive and pedagogical purposes. This paper describes a study that explores the use of a gamified learning application designed to introduce students at key stages 3 and 4 (ages 14-15) to ancient Greek Philosophy. The study involves 3 tests and 3 different groups of students and aimed to explore if the application improves students' knowledge and understanding and to compare different styles of subject delivering. This paper presents and discusses in details the results of the first test.