The security of online assessments is a major concern due to widespread cheating. One common form of cheating is impersonation, where students invite unauthorized persons to take assessments on their behalf. Several techniques exist to handle impersonation. Some researchers recommend use of integrity policy, but communicating the policy effectively to the students is a challenge. Others propose authentication methods like, password and fingerprint; they offer initial authentication but are vulnerable thereafter. Face recognition offers post-login authentication but necessitates additional hardware. Keystroke Dynamics (KD) has been used to provide post-login authentication without any additional hardware, but its use is limited to subjective assessment. In this work, we address impersonation in assessments with Multiple Choice Questions (MCQ). Our approach combines two key strategies: reinforcement of integrity policy for prevention, and keystroke-based random authentication for detection of impersonation. To the best of our knowledge, it is the first attempt to use keystroke dynamics for post-login authentication in the context of MCQ. We improve an online quiz tool for the data collection suited to our needs and use feature engineering to address the challenge of high-dimensional keystroke datasets. Using machine learning classifiers, we identify the best-performing model for authenticating the students. The results indicate that the highest accuracy (83%) is achieved by the Isolation Forest classifier. Furthermore, to validate the results, the approach is applied to Carnegie Mellon University (CMU) benchmark dataset, thereby achieving an improved accuracy of 94%. Though we also used mouse dynamics for authentication, but its subpar performance leads us to not consider it for our approach.
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Hoofdstuk in Frontiers in Gaming Simulation. Design thinking, design methodology and design science gain much attention in the domain of gaming and simulation and their theories offer parallels to knowledge exchange in youth care services. Design science research covers context independent engineering and constructionist creativity in pursuit of general values and is built on the synthesis of what already exits and of what might be. Design thinking and design methodology address questions that show similarities to youth care problem solving and future scenario development. The core business of youth care workers is to support positive change and to develop beneficial opportunities for child-rearing. Effective knowledge exchange in networks is the key to successful intervention and simulation gaming might help to study its processes and outcomes, however, we need appropriate validation tools and methods. The author argues that the design and analytical sciences complement each other in research of network exchange. Analytical approaches might develop and test theories about knowledge acquisition and transfer, while design approaches could enhance the exchange of situational, interactional, and interventional expertise. This proposition is explored in a multiple case study in which an analysis tool has been used to structure and study knowledge exchange in youth care networks through simulation gaming.
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Background: A significant part of neurological rehabilitation focuses on facilitating the learning of motor skills. Training can adopt either (more) explicit or (more) implicit forms of motor learning. Gait is one of the most practiced motor skills within rehabilitation in people after stroke because it is an important criterion for discharge and requirement for functioning at home. Objective: The aim of this study was to describe the design of a randomized controlled study assessing the effects of implicit motor learning compared with the explicit motor learning in gait rehabilitation of people suffering from stroke. Methods: The study adopts a randomized, controlled, single-blinded study design. People after stroke will be eligible for participation when they are in the chronic stage of recovery (>6 months after stroke), would like to improve walking performance, have a slow walking speed (<1 m/s), can communicate in Dutch, and complete a 3-stage command. People will be excluded if they cannot walk a minimum of 10 m or have other additional impairments that (severely) influence gait. Participants will receive 9 gait-training sessions over a 3-week period and will be randomly allocated to an implicit or explicit group. Therapists are aware of the intervention they provide, and the assessors are blind to the intervention participants receive. Outcome will be assessed at baseline (T0), directly after the intervention (T1), and after 1 month (T2). The primary outcome parameter is walking velocity. Walking performance will be assessed with the 10-meter walking test, Dynamic Gait Index, and while performing a secondary task (dual task). Self-reported measures are the Movement Specific Reinvestment Scale, verbal protocol, Stroke and Aphasia Quality of Life Scale, and the Global Perceived Effect scale. A process evaluation will take place to identify how the therapy was perceived and identify factors that may have influenced the effectiveness of the intervention. Repeated measures analyses will be conducted to determine significant and clinical relevant differences between groups and over time. Results: Data collection is currently ongoing and results are expected in 2019. Conclusions: The relevance of the study as well as the advantages and disadvantages of several aspects of the chosen design are discussed, for example, the personalized approach and choice of measurements.
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