scholarly journals On properties of cyberattacks and their nuances

2017 ◽  
Vol 1 (2) ◽  
pp. 76-90 ◽  
Author(s):  
Jassim Happa ◽  
Michael Goldsmith

Purpose Several attack models attempt to describe behaviours of attacks with the intent to understand and combat them better. However, all models are to some degree incomplete. They may lack insight about minor variations about attacks that are observed in the real world (but are not described in the model). This may lead to similar attacks being classified as the same type of attack, or in some cases the same instance of attack. The appropriate solution would be to modify the model or replace it entirely. However, doing so may be undesirable as the model may work well for most cases or time and resource constraints may factor in as well. This paper aims to explore the potential value of adding information about attacks and attackers to existing models. Design/methodology/approach This paper investigates used cases of minor variations in attacks and how it may and may not be appropriate to communicate subtle differences in existing attack models through the use of annotations. In particular, the authors investigate commonalities across a range of existing models and identify where and how annotations may be helpful. Findings The authors propose that nuances (of attack properties) can be appended as annotations to existing attack models. Using annotations appropriately should enable analysts and researchers to express subtle but important variations in attacks that may not fit the model currently being used. Research limitations/implications This work only demonstrated a few simple, generic examples. In the future, the authors intend to investigate how this annotation approach can be extended further. Particularly, they intend to explore how annotations can be created computationally; the authors wish to obtain feedback from security analysts through interviews, identify where potential biases may arise and identify other real-world applications. Originality/value The value of this paper is that the authors demonstrate how annotations may help analysts communicate and ask better questions during identification of unknown aspects of attacks faster,e.g. as a means of storing mental notes in a structured manner, especially while facing zero-day attacks when information is incomplete.

2017 ◽  
Vol 16 (4) ◽  
pp. 171-176
Author(s):  
Campbell Macpherson

Purpose This paper aims to present a case study focused on developing a change-ready culture within a large organization. Design/methodology/approach This paper is based on personal experiences gleaned while driving an organization-wide culture change program throughout a major financial advisory firm. Findings This paper details over a dozen key lessons learned while transforming the HR department from a fragmented, ineffective, reclusive and disrespected department into one that was competent, knowledgeable, enabling and a leader of change. Originality/value Drawing on the real-world culture change intervention detailed here, including results and lessons learned, other organizations can apply similar approaches in their own organizations – hopefully to similar effect.


2018 ◽  
Vol 52 (9/10) ◽  
pp. 1909-1930
Author(s):  
Jasmina Ilicic ◽  
Stacey Baxter ◽  
Alicia Kulczynski

Purpose The purpose of this study is to introduce the homophone emotional interest superiority effect in phonological, or sound-based, priming, whereby pseudohomophone brand names (i.e. non-words that are pronounced identically to English words, for example, Bie) prime brand meaning associated with the member of the homophone pair that is emotionally interesting (i.e. Bie will be prime brand avoidance (purchase) when consumers are emotionally interested in the homophone bye [buy]). Design/methodology/approach Studies 1 and 2 examine the effect of homophone emotional interest on brand judgements and behaviours. Study 3 investigates the role of boredom with the brand name in attenuating the homophone emotional interest superiority effect. Findings Findings indicate that pseudohomophone brand names prime brand judgements and behaviours associated with the word from the homophone pair that evokes emotional interest. Study 2 provides further evidence of homophone emotional interest as the process influencing brand judgements and behaviours. Study 3 establishes that the effect of pseudohomophone brand names on brand judgements weaken when boredom with the brand name is induced. Research limitations/implications This study is limited, as it focuses only on fictitious brands and methodologically creates boredom in a way in which may not be typical of what would be experienced in the real world. Practical implications This study has important implications for brand managers in the development of new brand names and in prioritising the intended homophone pair from a pseudohomophone brand name to influence consumer judgements and behaviours. Originality/value This study introduces and provides evidence of a homophone emotional interest superiority effect. This study also identifies a condition under which the homophone emotional interest superiority effect is attenuated.


2019 ◽  
Vol 36 (4) ◽  
pp. 581-586
Author(s):  
Marieke de Mooij

Purpose The purpose of this paper is to respond to the essay by Cleveland and Bartsch in this issue. The paper also aims to counter argue the various drivers of global consumer culture (GCC). Design/methodology/approach Based on many findings from the study of consumer behavior, the assumed drivers of GCC are discussed and a suggestion for new research is made. Findings Instead of globalization processes that drive GCC, the most dominant process is a local-global-local cycle of global products and brands. Originality/value It offers a different approach to the study of global vs local products and brands. It is suggested that instead of continuing abstract discussions of GCC, scholars do more service to international marketing by researching developments in the real world.


2017 ◽  
Vol 15 (4) ◽  
pp. 362-365
Author(s):  
Declan Brady

Purpose This paper aims to describe a perspective from the Council of European Professional Informatics Societies (CEPIS) on the role of ethics in IT professionalism, and what that means in a practical sense for IT practitioners. Design/methodology/approach The paper develops ideas generated in a series of micro-conferences hosted by CEPIS on the topic of ethics, in the context of establishing a professional ethics framework as part of CEPIS’ work in support of IT professionalism. Findings Professional ethics is the weakest of the four professional pillars, and development of supports and resources is required. CEPIS is taking action in this areas. Practical implications Without a framework, and without IT Practitioners themselves taking a coordinated action, there risks a fragmentation of responses to ethical questions. Originality/value This paper describes the view of the CEPIS on the need for, and role of, professional ethics, and how that might be supported.


2017 ◽  
Vol 59 (9) ◽  
pp. 990-1006 ◽  
Author(s):  
Roger Pizarro Milian ◽  
Marc Gurrisi

Purpose The purpose of this paper is to empirically examine how entrepreneurship education is being marketed to students within the Canadian university sector. Design/methodology/approach A content analysis of the webpages representing 66 entrepreneurship education programs in Canada is performed. Findings Entrepreneurship education is found to be framed as providing students with a collaborative learning experience, useful hands-on skills with real world applications and an entrepreneurial mindset. Research limitations/implications This study looks at only one type of promotional material, and thus, further research is needed to triangulate its findings. Originality/value This is the first study that empirically examines the marketing of entrepreneurship education in Canada.


2020 ◽  
Vol 32 (4) ◽  
pp. 589-600
Author(s):  
Shigeru Inui ◽  
Yuko Mesuda ◽  
Yosuke Horiba

PurposeThe final goal of this study is to virtualize draping. Draping which is one of the methods to design paper patterns for clothing requires much labor and time. The sub-goal of this study is to construct a system in which the fundamental functions of draping are equipped.Design/methodology/approachThe system is realized in the virtual world by integrating the virtualized elements of real draping. The cloth is modeled by mechanical formulation, and the shape is determined by numerical calculation. The hand is geometrically modeled, and the captured motions of the hand and fingers are applied to the model. The model dress form is made from the data by measurement. The system in which darts can be made in the virtual space is constructed by integrating the models.FindingsIt is confirmed that the cloth model in the virtual world can be manipulated by the motions of the fingers in the real world. And it is suggested that it is possible to design practical paper patterns for clothing by adding functions to the system.Originality/valueWe are aiming at the system to design paper patterns by the movements of the fingers. With this system, it is expected that the efficiency in designing paper patterns is much improved, and it becomes possible to design clothing that fits individuals efficiently.


2020 ◽  
Vol 19 (4) ◽  
pp. 147-149
Author(s):  
Anant Patel

Purpose During difficult times, it is crucial that organizations can communicate and collaborate to maintain an effective workforce. The purpose of this paper is to share the real-life, practical experience of a business leader in how to successfully collaborate and succeed during times of crisis. Design/methodology/approach The insights are gathered from real-world experience of the author in his position at his company. Findings This paper finds that we have seen some fantastic examples of collaboration amid the crisis landscape we are in, but we can only get to this point through ideation, innovation and collaboration. These three key areas, coupled with kindness and consideration for others, is what will ensure we all emerge from this storm united. Originality/value It is taken from the original experience and viewpoints of the author.


2018 ◽  
Vol 2 (2) ◽  
pp. 106-120 ◽  
Author(s):  
Mahalingam Ramkumar

Purpose The purpose of this paper is to examine the blockchain as a trusted computing platform. Understanding the strengths and limitations of this platform is essential to execute large-scale real-world applications in blockchains. Design/methodology/approach This paper proposes several modifications to conventional blockchain networks to improve the scale and scope of applications. Findings Simple modifications to cryptographic protocols for constructing blockchain ledgers, and digital signatures for authentication of transactions, are sufficient to realize a scalable blockchain platform. Originality/value The original contributions of this paper are concrete steps to overcome limitations of current blockchain networks.


Author(s):  
Ashwani Kumar Upadhyay ◽  
Komal Khandelwal

Purpose This paper aims to discuss the developments in augmented reality (AR) and its application and impact in the field of training. It highlights major implications for practice by building on current research and case studies. Design/methodology/approach This paper is based on the review of important developments in research and practice related to AR. Findings The engagement and retention are higher for AR-based training, as it layers and supplements the real-world environments with additional content. AR training reduces the pressure of memorizing instructions. AR is being adopted by a variety of organizations ranging from healthcare, automotive, firefighting, military, etc. Practical implications The paper provides relevant strategic insights on AR and its relevance in the field of training. Originality/value This paper aids the busy executives and researchers by offering the most relevant and valuable information related to AR in a summarized and crisp format.


2015 ◽  
Vol 27 (3) ◽  
pp. 417-433 ◽  
Author(s):  
Yuko Mesuda ◽  
Shigeru Inui ◽  
Yosuke Horiba

Purpose – Draping is one method used in clothing design. It is important to virtualize draping in real time, and virtual cloth handling is a key technology for this purpose. A mouse is often used for real-time cloth handling in many studies. However, gesture manipulation is more realistic than movements using the mouse. The purpose of this paper is to demonstrate virtual cloth manipulation using hand gestures in the real world. Design/methodology/approach – In this study, the authors demonstrate three types of manipulation: moving, cutting, and attaching. The user’s hand coordinates are obtained with a Kinect, and the cloth model is manipulated by them. The cloth model is moved based on the position of the hand coordinates. The cloth model is cut along a cut line calculated from the hand coordinates. In attaching the cloth model, it is mapped to a dummy model and then part of the cloth model is fixed and another part is released. Findings – This method can move the cloth model according to the motion of the hands. The authors have succeeded in cutting the cloth model based on the hand trajectory. The cloth model can be attached to the dummy model and its form is changed along the dummy model shape. Originality/value – Cloth handling in many studies is based on indirect manipulation using a mouse. In this study, the cloth model is manipulated according to hand motion in the real world in real time.


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