Anxiety levels in the Aave community spiked in November 2022 as Avi Eisenberg performed an attack on Aave. Eisenberg attempted to short the CRV token by using funds borrowed on the protocol to artificially deflate the...
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ISBN:
(纸本)9783031488054;9783031488061
Anxiety levels in the Aave community spiked in November 2022 as Avi Eisenberg performed an attack on Aave. Eisenberg attempted to short the CRV token by using funds borrowed on the protocol to artificially deflate the value of CRV. While the attack was ultimately unsuccessful, it left the Aave community scared and even raised question marks regarding the feasibility of large lending platforms under decentralized governance. In this work, we analyze Avi Eisenberg's actions and show how he was able to artificially lower the price of CRV by selling large quantities of borrowed CRV for stablecoins on both decentralized and centralized exchanges. Despite the failure of his attack, it still led to irretrievable debt worth more than 1.5 Mio USD at the time and, thereby, quadrupled the protocol's irretrievable debt. Furthermore, we highlight that his attack was enabled by the vast proportion of CRV available to borrow as well as Aave's lending protocol design hindering rapid intervention. We stress Eisenberg's attack exposes a predicament of large DeFi lending protocols: limit the scope or compromise on 'decentralization'.
This paper presents the first prototype and proof-of-concept applications of an everyday hat-integrated human-computer interaction (HCI) system for serious games. Copper textile-based electrodes are integrated into a ...
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ISBN:
(纸本)9783031490644;9783031490651
This paper presents the first prototype and proof-of-concept applications of an everyday hat-integrated human-computer interaction (HCI) system for serious games. Copper textile-based electrodes are integrated into a basic hat, and an HCI system is built around OpenBCI Ganglion device. As proof-of-concept applications, focus detection based on electroencephalography (EEG) and mobile game controlling based on electrooculogram (EOG) are presented. The functionality of these applications is tested by four participants. Based on the achieved results, this hat-integrated HCI system with copper-based textile electrodes can be an effective HCI medium for versatile serious games applications. Calibration of the system must be done for each participant, whichwill be the focus of our next study in this field. The results of this study are steps towards more user-friendly human-technology interfaces and game controllers, which can be integrated into our daily clothing for versatile serious games applications.
Within the framework of a workshop held to present the DUXAIT-NG platform, a heuristic evaluation with the approach proposed by Granollers was carried out as a case study, with the participation of 20 participants wit...
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ISBN:
(纸本)9783031613500;9783031613517
Within the framework of a workshop held to present the DUXAIT-NG platform, a heuristic evaluation with the approach proposed by Granollers was carried out as a case study, with the participation of 20 participants with different profiles and experience in usability and user experience. In this case study, the Municipality's website was evaluated, specifically the Transportation section of Metropolitan Lima. This experience allowed the participants to get in touch with the DUXAIT-NG tool to carry out the entire evaluation, from planning to execution and reporting but also allowed to deepen the usability levels of the website in question. Thanks to the qualitative and quantitative nature of Granollers' proposal, the results showed a 48.39% usability percentage, which implies a medium-low level of usability. The heuristics with the lowest levels were HG10 (Help and documentation), HG11 (Save the state and protect the work), and HG14 (Defaults). The heuristics with the highest levels were HG02 (Connection between the system and the real world, metaphor usage, and human objects), HG05 (Recognition rather than memory, learning, and anticipation), and HG04 (Consistency and standards). Likewise, the participants could leave their most relevant observations and comments during the evaluation, which allowed for a qualitative deepening of the results. In this sense, it was concluded that the Transport section's website of the Municipality of Lima has many points for improvement, especially in the heuristics mentioned above. This information is essential as a starting point for redesign or continuous improvement processes and for improving the User Experience in general websites of other municipalities and the public sector. Finally, the participants' positive reception of the DUXAIT-NG tool is worth mentioning.
Despite the ambitious vision of re-decentralizing the Web as we know it, the Web3 movement is facing many hurdles of centralization which seem insurmountable in the near future, and the security implications of centra...
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ISBN:
(纸本)9783031477508;9783031477515
Despite the ambitious vision of re-decentralizing the Web as we know it, the Web3 movement is facing many hurdles of centralization which seem insurmountable in the near future, and the security implications of centralization remain largely unexplored. Using non-fungible tokens (NFTs) as a case study, we conduct a systematic analysis of the threats posed by centralized entities in the current Web3 ecosystem. Our findings are concerning: almost every interaction between a user and a centralized entity can be exploited to hijack NFTs or cryptocurrencies from the user, through network attacks practical today. We show that many big players in the ecosystem are vulnerable to such attacks, placing large financial investments at risk. Our study is a starting point to study the pervasive centralization issues in the shifting Web3 landscape.
We propose Human-AI teaming to enhance hypothesis discovery creation (HDHAT), envisioning a future where humans and AI collaborate as teams in more creative activities. Our preliminary qualitative experiment on creati...
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ISBN:
(纸本)9783031679971;9783031679988
We propose Human-AI teaming to enhance hypothesis discovery creation (HDHAT), envisioning a future where humans and AI collaborate as teams in more creative activities. Our preliminary qualitative experiment on creativity among people extracted implications for supporting creative activities in future Human-AI teams, highlighting the importance of dynamic creative processes and strategy sharing.
The literature in requirements engineering recognizes the product scoping activity as an important source of risks and fails in bespoke software projects. In order to help address this activity, we designed and implem...
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ISBN:
(纸本)9783031601064;9783031601071
The literature in requirements engineering recognizes the product scoping activity as an important source of risks and fails in bespoke software projects. In order to help address this activity, we designed and implemented an interactive visual instrument that allows providers and customers to jointly define the scope of bespoke software products, particularly, information systems. The instrument was formally evaluated through a qualitative study that involved three projects in Chile and three in Brazil. Real customers and providers took part in these experiences. The evaluation results were highly encouraging, showing the instrument is a serious candidate to help deal with the product scoping challenges. Customers, software providers and also software engineering researchers can also take advantage of it, by reusing and adjusting the instrument to their own reality.
In the field of education, the integration of Artificial Intelligence technologies, particularly chatbots, has transformed education by offering personalized guidance and support to learners. This paper introduces a w...
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ISBN:
(纸本)9783031630309;9783031630316
In the field of education, the integration of Artificial Intelligence technologies, particularly chatbots, has transformed education by offering personalized guidance and support to learners. This paper introduces a well-designed rule-based chatbot system tailored for computer programming education, specifically Java. The architecture comprises essential components such as the User Input Handler, Rule Engine, Response Generator, and Knowledge Base, each carefully crafted to fulfill distinct functions. The chatbot is programmed with a wide range of rule categories, covering basic greetings and farewells to detailed explanations of syntax errors, logical guidance, variable declarations, loop structures, common pitfalls, and valuable resource recommendations. The study evaluated the chatbot's efficacy in personalized guidance for computer programming education, engaging 50 undergraduate students. Feedback was collected through a structured questionnaire covering user satisfaction, query accuracy, response time, and personalized guidance. Results indicate high user satisfaction and proficiency in addressing programming queries promptly. Strengths include personalized guidance alignedwith individual learning needs, while limitations in conversational depth and adaptability, alongside challenges like technical issues and user engagement, were noted. Suggestions for refinement are provided to enhance effectiveness and applicability in educational contexts.
Over the past few decades, gamification has become increasingly popular and widely used to motivate and engage learners in the digital age. Based on gamification strategies that have been shown to be useful in literat...
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ISBN:
(纸本)9783031490644;9783031490651
Over the past few decades, gamification has become increasingly popular and widely used to motivate and engage learners in the digital age. Based on gamification strategies that have been shown to be useful in literature, we wondered how they can be developed in the Digital Learning Environment of the Digital Math Training project. To understand the impact and effectiveness of our implemented gamification strategies in the DLE, we considered the students' answers, from grade 9th to 13th, to initial and final questionnaire. The results show which of the strategies implemented were most appreciated by the DMT students and which were found to be effective in stimulating their motivation, especially for some categories of students.
Effective public health messaging benefits from understanding antecedents to unstable attitudes that are more likely to be influenced. This work investigates the relationship between moral and emotional bases for atti...
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ISBN:
(纸本)9783031722400;9783031722417
Effective public health messaging benefits from understanding antecedents to unstable attitudes that are more likely to be influenced. This work investigates the relationship between moral and emotional bases for attitudes towards COVID-19 vaccines and variance in stance. Evaluating nearly 1 million X users over a two month period, we find that emotional language in tweets about COVID-19 vaccines is largely associated with more variation in stance of the posting user, except anger and surprise. The strength of COVID-19 vaccine attitudes associated with moral values varies across foundations. Most notably, liberty is consistently used by users with no or less variation in stance, while fairness and sanctity are used by users with more variation. Our work has implications for designing constructive pro-vaccine messaging and identifying receptive audiences.
The evolution of interactive television (iTV) services offers diverse functionalities and resources, revolutionizing audiovisual consumption. Despite advancements in making iTV accessible to visually impaired users in...
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ISBN:
(数字)9783031613562
ISBN:
(纸本)9783031613555;9783031613562
The evolution of interactive television (iTV) services offers diverse functionalities and resources, revolutionizing audiovisual consumption. Despite advancements in making iTV accessible to visually impaired users in Portugal, significant room for improvement remains. Addressing this, the MEO4ALL research project introduces an iTV solution targeted to users with blindness and low vision and other users with special needs like the elderly. This solution aims to enhance the TV experience of these users through easy and assisted access to menus and functionalities. To identify users' needs and expectations in order to shape the functional and technical requirements of the iTV solution, a questionnaire survey was carried out. This article details the questionnaire's development process, focusing on characterizing the experience of blind and low-vision individuals with Portuguese iTV services and devices. Results suggest that enhancing accessibility in TV content and technology for visually impaired individuals is crucial to improving their television experience. A clearer awareness of features like audio description and contextual help is needed. Improving usability, especially with voice control, can also contribute to a greater experience.
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