378 research outputs found
Application Security Verification Standard Compliance Analysis of a Low Code Development Platform
Low-code development platforms (LCDPs) are software development platforms that use artificial intelligence to help automate simple and routine tasks and make the software development process faster. By 2024, 60% of application development expect to be done using these platforms. Even though these platforms are gaining popularity, they have not been popular research topics, and their security features have not been assessed. One way to conduct such an assessment is by using Application Security Verification Standard (ASVS).
ASVS is a community-driven security standard for web applications and services. ASVS is made of three requirement levels, and the security controls become more strict when moved up. ASVS is designed to give organizations a tool to develop and
maintain more secure applications.
One example of an LCDP is OutSystems, which is said to be “designed for the developers, by the developers”. OutSystems belongs to the Leader category in the 2021 release of Gartner® Magic QuadrantTM for Enterprise Low-Code Application Platforms. In this thesis, we will conduct a first of its kind compliance analysis between OutSystems and ASVS levels 1 and 2 to find out if and how compliant OutSystems is with the standard. This kind of compliance analysis has not been done before. Based on our analysis, we will do a “lessons learned” and write a guideline on how to evaluate LCDPs’ security features in the future.
The results themselves show that OutSystems, for the most part, is compliant with ASVS. The biggest deficiencies in OutSystems are with authentication and input validation. We show that the deficiencies with authentication are trivial to fix, but meeting the requirements with the input validation requires some work.
From the assessment, we learned that assessing LCDPs is not completely similar to a traditional security assessment. We learned that some functionalities are pre-made, and the developer can not customise them. We found that it is easier to evaluate first if the platform meets the requirement. If not, then see if the developer can do something about it
Rainbow Galaxy Adventure A gamified socio-emotional learning experience
Aim: The aim of the thesis is to describe and analyze how a gamified socio-emotional
learning intervention influenced the perceptions of socio-emotional concepts and
competencies for the participants.
Framework: The research adopts a conceptual framework of collaborative learning. The
framework encompasses CASEL’s SEL framework and gamified learning
experiences. Through this collaborative learning framework socio-emotional
learning processes are supported.
Method: A methodology of intervention research with a pretest and posttest design was
utilized for this study. The intervention collected quantitative data from pretests and
posttests, and qualitative data from interviews and observations. The data were
analyzed through descriptive statistics and thematic analysis.
Results: In descriptive statistics, the socio-emotional concept of respect was significantly
influenced. Thematic findings indicate that self-awareness, self-management, social
awareness, and responsible decision-making are among the socio-emotional
competencies that were promote
Connecting iconic gestures with units of speech
The aim of this study is to look at the connections between speech and gesture at the level of iconic gestures and their lexical affiliates. The primary interest is to see if the lexical affiliates of gestures representing the four aspects of iconicity belong to any specific word class or take a specific position within clause structure. David McNeill’s theories on gestures and the growth point as well as Nick Enfield’s idea of the composite utterance serve as the main theoretical background for this study. The findings suggest that iconic gestures connect to specific units of speech
Co-present and real-time interaction in virtual reality : a study of environmentally coupled gestures in explanation sequences
This thesis focuses on the interactional issues in virtual reality (VR) that are presented in Hindmarsh, Heath & Fraser (2006). These issues are fragmenting interaction, misleading avatars and disrupting a world in common, and they are examined in explanation sequences that contain environmentally coupled gestures (EnCGs). The explanation sequences can be divided into two activities: word explanations and route explanations. This thesis will examine how these issues present themselves in co-present, real-time interaction in immersive VR. The interactional problems these issues cause will also be examined. The materials used in this thesis are video recordings of naturally occurring interaction in the Rec Room virtual space. All the participants have minimal experience with immersive VR. The materials are in English, and the participants are mostly non-native English speakers from Finland. The research method is based on conversation analysis and gesture studies, and detailed transcripts were made to aid in the analysis. The materials are presented in the form of anonymised screenshots from the videos and short excerpts from the transcripts to illustrate the issues as they appear in the materials. The main finding is that the participants are mostly unaware of these interactional issues, and that the issues often lead to the failure of the explanation sequence. A lack of awareness and experience factored in almost every examined instance, causing the participants to interpret actions made in VR incorrectly or to act based on incorrect assumptions. Some of the technical features caused actions to appear different in VR or even not appear in VR at all. The avatars are simplistic and pseudo-humanoid, making interpreting the avatars’ actions difficult at times. It is also shown in this thesis that the participants can adapt to these issues and solve them. Both activities contained one or two instances of a participant realising and then attempting to solve the issue. Further research is still needed to confirm the results of this thesis and to provide comprehensive descriptions of these issues in immersive VR.Tämä tutkimus käsittelee Hindmarsh, Heath & Fraserin (2006) esittelemiä vuorovaikutuksen ongelmia virtuaalitodellisuudessa. Nämä ongelmat ovat pirstoutuva vuorovaikutus, harhaanjohtavat avattaret ja yhteisen maailman häiriintyminen, ja niitä tutkitaan ympäristöön yhdistyneitä eleitä sisältävissä selityssekvensseissä. Selityssekvenssit voidaan jakaa kahteen aktiviteettiin: sanaselityssekvensseihin ja reitinselityssekvensseihin. Tässä tutkimuksessa tarkastellaan miten nämä ongelmat esiintyvät yhteisläsnäolevassa, reaaliaikaisessa vuorovaikutuksessa immersiivisessä virtuaalitodellisuudessa. Tutkimuksessa tarkastellaan myös näiden ongelmien aiheuttamia vuorovaikutuksen vaikeuksia. Tutkimuksen materiaaleina käytetään videonauhoitteita luonnollista Rec Room -virtuaalitilassa tapahtuvaa vuorovaikutuksesta. Kaikilla osallistujilla on vain vähäistä kokemusta immersiivisestä virtuaalitodellisuudesta. Materiaalit ovat englanniksi, ja lähes kaikki osallistujat ovat suomalaisia, ei-natiiveja englannin puhujia. Tutkimusmetodi pohjaa keskusteluanalyysiin ja eletutkimukseen, ja analyysin avuksi on tehty yksityiskohtaisia litteraatteja. Anonymisoituja kuvankaappauksia ja lyhyitä katkelmia litteraateista käytetään havainnollistamaan analyysiä. Tutkimuksessa havaittiin, että suurimman osan ajasta osallistujat eivät tiedosta vuorovaikutuksen vaikeuksia, ja että nämä vaikeudet johtavat usein selityssekvenssin epäonnistumiseen. Lähes jokaisessa ongelmatilanteessa vaikuttivat osallistujien kokemuksen puute ja se, etteivät osallistujat tiedostaneet ongelmaa. Nämä saivat osallistujat tulkitsemaan virtuaalitodellisuudessa näkyvää toimintaa virheellisesti sekä toimimaan virheellisten oletusten pohjalta. Eräät tekniset ominaisuudet aiheuttivat virtuaalitodellisuudessa näkyvän toiminnan luonteen muuttumista ja myös tilanteita, joissa toiminta ei näkynyt virtuaalitodellisuudessa. Avattarien yksinkertaisuus ja pseudohumanoidi ulkonäkö aiheuttivat hankaluuksia niiden toiminnan tulkitsemisessa. Tutkimuksessa havaittiin, että osallistujat kykenevät sekä huomaamaan ongelman, että yrittämään ratkaista sen vuorovaikutuksen ollessa yhä käynnissä. Lisätutkimus on tarpeen, jotta tutkimuksen tulokset voidaan vahvistaa ja tuottaa kattavat kuvaukset mainituista ongelmista immersiivisessä virtuaalitodellisuudessa
Comparison of Paragorgia sp.and Paragorgia arborea. Reproductive ecology and morphological differences
There is still much unknown about the deep-sea and with increasing threats it is crucial for us to
know how deep ecosystems function to improve conservation. This study focused on Paragorgia
spp., otherwise known as Bubblegum corals, and their reproduction. It is thought that corals
living in harsher environments have larger but fewer eggs because they invest more resources in
each egg to ensure their survival. Samples from 3 different locations were used in this study,
P.arborea from north-west Atlantic and Paragorgia sp., from two locations in Antarctica. Due to
colder water temperatures in Antarctica, Paragorgia sp. was predicted to have larger oocytes
compared to P.arborea. By using basic histology, oocytes were studied under microscope and
ferret diameters could be measured. The results showed there was a significant difference in
oocyte sizes from one of the Antarctic stations compared to north-west Atlantic. A comparative
histological analysis of 2 different Paragorgia spp. has not been done before, so comparison in
internal morphological differences was also investigated, with the primary goal of assessing
whether they were the same species. The largest differences found were that P.arborea was
absent of canals connecting siphonozooids (reproductive polyp) together, whereas Paragorgia sp.
from the Antarctic exhibit these. Two other exciting findings were also found in Paragorgia sp.
Previously oocytes could only be found in siphonozooids but there were multiple findings in
autozooids (feeding polyp) on different individuals in this study. There were also multiple
findings of large unknown structures in females only. These are possibly embryos, early
developed larvae, or parasites. Combining all the findings from the Antarctic species, as well the
oocyte size frequencies, this could possibly tell us it’s a brooder. However, this study raises more
questions than answers, but it gives us some pieces of the puzzle to better understand the
Bubblegum corals
Scan to BIM using Smartphone 3D Scanning
New tools for digital recreation of existing buildings as building information models,
based on 3D scanning, are gradually being adopted by the construction industry. These
technologies are emerging as the concept Scan to BIM. The use of scanning to gain accurate digital models of reality could revolutionize the way some construction projects are conducted. Today, the scanning is primarily done by using ground fixed laser scanners.
The aim of this study was to test the possibility of using a smartphone for Scan to BIM projects. To achieve this, research of current state of the art technologies and testing various procedures of scanning, post processing and BIM creation were conducted. Then, a full-scale smartphone Scan to BIM experiment was carried out on a suitable building. The experiment included various aspects of the technology such as procedure, precision and efficiency. This thesis provides a detailed description of the tests leading to the experiment and the established Scan to BIM procedure.
The experiment proves that it is possible to create a BIM from smartphone scanning. As there is no straightforward method of creating a BIM from this kind of scanning, the process proved to be challenging and several software packages were needed. The smartphone scanning was surprisingly accurate. On the contrary, the final BIM was prone to error as the process of creating the BIM was mainly manual and based on the best fit by visual estimates. Overall, using a smartphone for scanning proved to be an efficient tool, as it is a convenient way of scanning and accessing all parts of a building. The experiment also provided some evidence that this is a faster way of scanning and establishing a BIM than methods currently in use and that smartphone scanning could easily be combined with other scanning techniques
Temporal perspective and its formal background: An explanation for aspectual synonymy between simple and analytic past tenses in Mari
This paper examines and explains perspective-based temporal variation between simple and analytic past tenses in Mari narration. In current research, the analytic past tenses are presented as aspectually synonymous with the simple past tense 2, implicating that there is no functional distinction between these morphologically very dissimilar operators. To overcome the apparent shortages of the purely aspectual approach, this paper dismantles the tenses into their morphosemantic ingredients and explains their exact functions by their form, giving hence also new light to the development of the items. As will be shown, the reason for tense variation is the position of perspective time, a temporal vantage point from which an event is seen. The simple past tense 2 sets the perspective time outside of the story line, while the analytic tenses locate it inside the narrative world, which affects the temporal and non-temporal structure of the discourse. Crucially, the concept of perspective is inherently built in the structure of the tenses: I will argue, that the “auxiliary” of the analytic tenses is de facto a deictic particle developed for temporal manipulation of events, and its application in anaphoric narration creates internal complexity to the story. The “pastness” of the simple past tense 2, in contrast, is anaphoric by nature, which makes narrations structured with it temporally one-dimensional
On the functions of the retrospective shift markers in the languages of the Volga-Kama Sprachbund and Russian
The term retrospective shift marker is used in description of temporal constructions, which include a TAME-marked finite lexical verb and a finite-origin item petrified from the 3rd person singular past tense form of the verb ‘to be’. This ‘was’-element functions as a shift marker that moves the interpretation of an event to past from the deictic location of the speaker. Constructions of this kind are found in several Eurasian languages, including Turkic, Uralic, Slavic and Northwest Caucasian
Hvordan arbeider personalet med livsmestring gjennom aktiv bruk av naturen?
Det er mye fokus på livsmestring i både barnehage og skole, hva legger vi i livsmestring hos barn, og hvordan velger vi å jobbe med et slikt viktig tema? Gjennom praksiserfaring i barnehage og barnehagelærerutdanningen min ved DMMH, ser jeg hvor viktig det er å hjelpe barn nettopp med livsmestring for å kunne håndtere både medgang og motgang i hverdagen. Det blir derfor viktig med god kvalitet på det pedagogiske arbeidet som legger til rette for at barn skal kjenne på livsmestring. I den forbindelse ønsker jeg å undersøke hvordan barnehagene arbeider med aktiv bruk av naturen i barnehagehverdagen, og deres erfaring med barns livsmestring. Gjennom å intervjue barnehagelærere ønsker jeg å finne ut om deres erfaring og tanker om barns livsmestring gjennom aktiv bruk av naturen er forenlig med det jeg selv observerer i barnehagehverdagen.
Derfor er min problemstilling: Hvordan arbeider personalet med livsmestring gjennom aktiv bruk av naturen?publishedVersio
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