Wireless Implantable Medical Devices (IMD) are becoming more efficient and convenient, they are automating tasks while remaining hidden, and saving patients' time and effort. Implantable Medical Devices (IMD) are being equipped with transceivers to make them more convenient for medical personnel and patients. They allow the doctors and nurses to retrieve important data quickly through wireless communication. The convenience comes at a cost as the technology is vulnerable to attacks. Because the technology is new it is yet to be standardized and regulated. There are no well adopted security protocols for IMD. Some security measures currently being used are based on access tokens and close' range communication channels and they may decrease different types of attacks but they do not provide any user authentication scheme making it vulnerable to repudiation attack. We propose a security solution that uses an ultra-sonic distance-bounding approach along with digital certificates to grant access to the medical device. With this method the device can be programmed to accept communications within a certain distance using a digital certificate from a doctor. The doctor's device sends a proof communication to the verifier, which is built into the medical device, and the verifier must verify the distances before communications are permitted.
Technophobia, through the Eyes of Video Games. Matthew Schuch, Grand Valley State University
This paper explores six published articles that explore a general fear of technology in the early to late 1990s, its transition into a more centralized fear of artificial intelligence in the mid 2000s, and continuing onwards towards today. Other articles then counterpoint this, however, as they discuss how technology, properly implemented, can be used to make the lives of humans much easier, and allow us to focus on the tasks that require a more human touch. The paper also examines games from various points in time to show how these fears were echoed in the games produced at the time, with the general techno-fear of the 1990s producing games like Metal Gear Solid, the AI-centric fear of today producing games like Overwatch, and the desire to embrace technology and use it to better humanity resulting in games like Mass Effect.
Generating Permutations in Lexicographic Order. Ranjan Chaudhuri, Eastern Michigan University
An algorithm for generating permutations of the integers 1,2,3,...,n in lexicographic order is presented. The algorithm uses recursion and backtracking and is different from the traditional Fischer-Krause algorithm for generating permutations in lexicographic order. An implementation of the algorithm in Java as well as an analysis of the run-time complexity is also given.
Teaching Programming Concepts with Robots. Aby Tehranipour, Eastern Michigan University
The idea of using robots in the classroom to teach difficult concepts in Science, Math, and other areas is not new. This was originally introduced over 40 years ago by an MIT educator, Seymour Papert, the author of the book Mindstorms. There is a vast body of research that shows that the use of robots in the classroom boosts students' engagement and willingness to cooperate, and encourages positive/active learning. The advancement of technology both in terms of hardware and software has resulted in the design and development of very sophisticated and cost effective robots.
This talk will focus on the use of ActivityBot robots in an introductory programming class to provide students with hands on experience and visualizations of simple programming constructs. ActivityBot understands multiple programming languages, and comes equipped with lights, sensors, IO pins, and an activity board that makes it easy to test code visually. An open-source C programming environment (SimpleIDE) was used to develop and test the programs. This experiment, amongst other things, improved students' attendance, social interaction, and most importantly retention rate.
Leveraging Social Media Data to Predict Behavior. Mazin Al Hamondo, Lawrence Technological University
The rapid escalation in the utilization of Web 2.0, especially social networks, has resulted in a plethora of behavioral data about digital life. Digital life is becoming an important part of daily life as people increasingly spend their time online interacting with others. In fact, various offline behaviors previously unnoticed or unrecorded have now become more prominent as online technologies broadcast and record these behaviors. While some studies have focused on studying and analyzing cyber behaviors and sentiments, online behavior is often not linked to physical location based behavior. One common case is cyberbullying. It is unclear whether cyberbullying, in its various forms and manifestations, is an aggressive behavior that will also be equally exhibited offline in the same physical location. This study attempts to analyze social media-based cyberbullying activities in some US locations as an example to understand the connection between placed-based social behavior and cyberspace-based behavior.
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|Title Annotation:||wireless implantable medical devices security,|
|Date:||Sep 22, 2018|