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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Many citizens experience ambivalence – having simultaneously positive and negative evaluations – about changing their behaviour towards a more environmentally friendly lifestyle. Based on 36 studies, this study identifies and synthesises the current evidence on how ambivalence impacts environmental behaviours. In most studies, ambivalence is shown to be directly and negatively associated with environmental behaviours, i.e., higher levels of ambivalence are linked to lower levels of environmentally friendly and unfriendly behaviours. This applies to both types of ambivalence: objective (OA) and subjective (SA). Mediator analyses show, in line with the theory, that SA, not OA, drives behavioural change. In addition, results indicate that ambivalence moderates the relationship between independent–dependent variables mainly negatively, for example, by weakening attitude–behaviour relationships. This review shows the potential of ambivalence to facilitate behaviour change: SA about environmentally friendly behaviour can hinder, whereas SA about environmentally unfriendly behaviour can motivate, behaviour change. In addition, this review highlights some significant knowledge gaps in this body of research. A lack of validated standardised measurements of ambivalence makes it challenging to compare studies and reach conclusions about underlying theoretical constructs. Methods, research designs, and theoretical underpinnings need improvement to fully understand ambivalence and progress towards the transition of environmentally friendly behaviours.
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Background and objectivesBefore the Covid-19 pandemic, important social studies already indicated the severe negative feedback associated with high-rise developments. During the Covid-19 pandemic, citizens were confronted with their neighbourhoods’ insufficient restorative capacity to maintain their health and well-being. New methods are urgently required to analyse and learn from existing high-density developments to prevent a repetition of past mistakes and to catalyse the salutary effects of architecture in new developments.Process and methods (for empirical research)The Sensing Streetscapes research investigated the potential of emerging biometric technologies to examine the effects of commonly applied urban design principles in six western cities. In one outdoor and four laboratory tests, eye-tracking technology with sound-recording and Galvanic Skin Response captured subjects’ (un)conscious attention patterns and arousal levels when viewing streets on eye level. Triangulation with other techniques, such as mouse tracking to record participants’ appreciation value and expert panels from spatial design practice, showed the positive and negative impact of stimuli.Main results (or main arguments in the case of critical reviews)The preliminary results provide a dynamic understanding of urban experience and how it is affected by the presence or absence of design principles. The results suggest that streets with high levels of detail and variety may contribute to a high level of engagement with the built environment. It also shows that traffic is likely an important factor in causing stress and diminishing the restorative capacity society seeks.Implications for research and practice/policy | Importance and originality of the contributionThe research study led to the development of a Dynamic User Experience Assessment (D-UXA) tool that supports researchers and designers in understanding the impact of design decisions on users’ experience, spatial perception and (walking) behaviour. D-UXA enables a human-centred analysis and is designed to fill the gap between traditional empirical methods and aspirations for an evidence-based promotion of human health and wellbeing in (high-density) urban developments.
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De incidentie van niet aangeboren hersenletsel (NAH) bij personen in de leeftijd tot 25 jaar in Nederland is aanzienlijk, met ca. 18.000 nieuwe gevallen per jaar. Kinderen en jongeren met NAH hebben naast fysieke, cognitieve en emotionele beperkingen, een significant lager niveau van sociale participatie dan hun gezonde leeftijdgenoten. Het gebruik van de Nintendo Wii, een spelcomputer die bewegingen op natuurlijke en intuïtieve wijze uitlokt, lijkt mogelijkheden te bieden om contacten met anderen en actieve vrijetijdsbesteding bij jongeren met NAH te stimuleren. In deze studie wordt onderzocht wat het effect is van het gebruik van de Nintendo Wii bij kinderen en jongeren met NAH op fysiek, cognitief en sociaal functioneren. Om dit te onderzoeken is een multicenter, observationele pilotstudie verricht, bij 50 kinderen en jongeren met NAH in de leeftijd van 6-29 jaar die onder controle of behandeling zijn van een revalidatiearts. De interventie, van in totaal 12 weken, startte met 2 trainingssessies van 60 minuten, waarbij de toe te passen games werden gekozen passend bij zelf gekozen behandeldoelen (te verbeteren functies of activiteiten) en uitvoerbaar gezien de individuele beperkingen van de deelnemer. Vervolgens werd er minimaal 2 keer in de week gegamed. Er was wekelijks contact met een therapeut per telefoon of e-mail. De effectmetingen (vragenlijsten en een neuropsychologische test) werden verricht aan het begin en einde van de interventie en betroffen het fysiek, cognitief en sociaal functioneren. De statistische analyse bestond uit vergelijkingen van de uitkomstmaten tussen 0 en 12 weken met behulp van gepaarde t-toetsen, Wilcoxon-Signed-Rank tests en chi-kwadraat toetsen. Deze eerste pilotstudie naar de effecten van het gamen met de Nintendo Wii bij jongeren met NAH laat significante verbetering zien op het fysiek en cognitief functioneren, en niet op het sociaal functioneren. Deze resultaten zijn aanleiding om de effectiviteit van de Nintendo Wii in deze patiëntengroep in een grotere, gecontroleerde studie verder te onder ABSTRACT Aim: To explore the effects of usage of the Nintendo Wii on physical, cognitive and social functioning in patients with acquired brain injury (ABI). Methods: This multicenter, observational proof-of-concept study included children, adolescents and young adults with ABI aged 6-29 years. A standardized, yet individually tailored 12-week intervention with the Nintendo Wii was delivered by trained instructors. The treatment goals were set on an individual basis and included targets regarding physical, mental and/or social functioning. Outcome assessments were done at baseline and after 12 weeks, and included: the average number of minutes per week of recreational physical activity; the CAPE (Children's Assessment of Participation and Enjoyment); the ANT (Amsterdam Neuropsychological Tasks); the achievement of individual treatment goals (Goal Attainment Scaling); and quality of life (PedsQL; Pediatric Quality of Life Inventory). Statistical analyses included paired t-tests or Wilcoxon-Signed-Rank tests. Results: 50 patients were included, (31 boys and 19 girls; mean age 17.1 years (SD 4.4)), of whom 45 (90%) completed the study. Significant changes of the amount of physical activity, speed of information processing, attention, response inhibition and visual-motor coordination (p<0.05) were seen after 12 weeks, whereas there were no differences in CAPE or PedsQL scores. Two-thirds of the patients reported an improvement of the main treatment goal. Conclusion: This study supports the potential benefits of gaming in children and youth with ABI.
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This article gives information on an international ring trial of the epidermal-equivalent (EE) sensitizer potency assay.
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We live in a digital society which has significantly changed the information landscape affecting every aspect of our lives. The current wave of technological innovation is part of the context in which social work students, practitioners and service users and carers operate. Technology can improve the quality of our lives and learning and can potentially enrich social work practice but that depends on our active involvement. It will not happen without social workers moulding technology developments and uses to their own and service users' needs. However, the technology can also pose challenges and dangers. This chapter outlines some of the major issues when thinking about the digital society from a social work perspective.
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Background: While the interest of health promotion researchers in change methods directed at the target population has a long tradition, interest in change methods directed at the environment is still developing. In this survey, the focus is on methods for environmental change; especially about how these are composed of methods for individual change ('Bundling') and how within one environmental level, organizations, methods differ when directed at the management ('At') or applied by the management ('From'). Methods: The first part of this online survey dealt with examining the 'bundling' of individual level methods to methods at the environmental level. The question asked was to what extent the use of an environmental level method would involve the use of certain individual level methods. In the second part of the survey the question was whether there are differences between applying methods directed 'at' an organization (for instance, by a health promoter) versus 'from' within an organization itself. All of the 20 respondents are experts in the field of health promotion. Results: Methods at the individual level are frequently bundled together as part of a method at a higher ecological level. A number of individual level methods are popular as part of most of the environmental level methods, while others are not chosen very often. Interventions directed at environmental agents often have a strong focus on the motivational part of behavior change. There are different approaches targeting a level or being targeted from a level. The health promoter will use combinations of motivation and facilitation. The manager will use individual level change methods focusing on self-efficacy and skills. Respondents think that any method may be used under the right circumstances, although few endorsed coercive methods. Conclusions: Taxonomies of theoretical change methods for environmental change should include combinations of individual level methods that may be bundled and separate suggestions for methods targeting a level or being targeted from a level. Future research needs to cover more methods to rate and to be rated. Qualitative data may explain some of the surprising outcomes, such as the lack of large differences and the avoidance of coercion. Taxonomies should include the theoretical parameters that limit the effectiveness of the method.
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Augmented Play Spaces (APS) are (semi-) public environments where playful interaction isfacilitated by enriching the existing environment with interactive technology. APS canpotentially facilitate social interaction and physical activity in (semi-)public environments. Incontrolled settings APS show promising effects. However, people’s willingness to engagewith APSin situ, depends on many factors that do not occur in aforementioned controlledsettings (where participation is obvious). To be able to achieve and demonstrate thepositive effects of APS when implemented in (semi-)public environments, it is important togain more insight in how to motivate people to engage with them and better understandwhen and how those decisions can be influenced by certain (design) factors. TheParticipant Journey Map (PJM) was developed following multiple iterations. First,based on related work, and insights gained from previously developed andimplemented APS, a concept of the PJM was developed. Next, to validate and refinethe PJM, interviews with 6 experts with extensive experience with developing andimplementing APS were conducted. Thefirst part of these interviews focused oninfluential (design) factors for engaging people into APS. In the second part, expertswere asked to provide feedback on thefirst concept of the PJM. Based on the insightsfrom the expert interviews, the PJM was adjusted and refined. The Participant JourneyMap consists of four layers: Phases, States, Transitions and Influential Factors. There aretwo overarchingphases:‘Onboarding’and‘Participation’and 6statesa (potential)participant goes through when engaging with an APS:‘Transit,’‘Awareness,’‘Interest,’‘Intention,’‘Participation,’‘Finishing.’Transitionsindicate movements between states.Influential factorsare the factors that influence these transitions. The PJM supportsdirections for further research and the design and implementation of APS. Itcontributes to previous work by providing a detailed overview of a participant journeyand the factors that influence motivation to engage with APS. Notable additions are thedetailed overview of influential factors, the introduction of the states‘Awareness,’‘Intention’and‘Finishing’and the non-linear approach. This will support taking intoaccount these often overlooked, key moments in future APS research and designprojects. Additionally, suggestions for future research into the design of APS are given.
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Understanding taste is key for optimizing the palatability of seaweeds and other non-animal-based foods rich in protein. The lingual papillae in the mouth hold taste buds with taste receptors for the five gustatory taste qualities. Each taste bud contains three distinct cell types, of which Type II cells carry various G protein-coupled receptors that can detect sweet, bitter, or umami tastants, while type III cells detect sour, and likely salty stimuli. Upon ligand binding, receptor-linked intracellular heterotrimeric G proteins initiate a cascade of downstream events which activate the afferent nerve fibers for taste perception in the brain. The taste of amino acids depends on the hydrophobicity, size, charge, isoelectric point, chirality of the alpha carbon, and the functional groups on their side chains. The principal umami ingredient monosodium l-glutamate, broadly known as MSG, loses umami taste upon acetylation, esterification, or methylation, but is able to form flat configurations that bind well to the umami taste receptor. Ribonucleotides such as guanosine monophosphate and inosine monophosphate strongly enhance umami taste when l-glutamate is present. Ribonucleotides bind to the outer section of the venus flytrap domain of the receptor dimer and stabilize the closed conformation. Concentrations of glutamate, aspartate, arginate, and other compounds in food products may enhance saltiness and overall flavor. Umami ingredients may help to reduce the consumption of salts and fats in the general population and increase food consumption in the elderly.
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We tested the hypothesis that in human ageing a decreased intramuscular acylcarnitine status is associated with (pre-)frailty, reduced physical performance and altered mitochondrial function. Results showed that intramuscular total carnitine levels and acetylcarnitine levels were lower in (pre-)frail old females compared to fit old females and young females, whereas no differences were observed in males. The low intramuscular acetylcarnitine levels in females correlated with low physical performance, even after correction for muscle mass (%), and were accompanied with lowered expression of genes involved in mitochondrial energy production and functionality. We concluded that in (pre-)frail old females, intramuscular total carnitine levels and acetylcarnitine levels are decreased, and this decrease is associated with reduced physical performance and low expression of a wide range of genes critical for mitochondrial function. The results stress the importance of taking sex differences into account in ageing research.
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