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Thomas Shaw

dblp:87/3716 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Security and privacy · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Network and information security
1 paper
Malware analysis · 77% Systems and software security · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Malware analysis
malware defense
0.312017
POSTER: Evaluating Reflective Deception as a Malware Mitigation Strategy · CCS 2017

Methods — techniques the papers use, named apart from their topics

reflective deception · 0.3
YearPublicationVenuePosition
2017 POSTER: Evaluating Reflective Deception as a Malware Mitigation Strategy
abstract
Reflective Deception is a class of deception techniques designed to disrupt cyber attacks by confusing and frustrating the adversary. The technique is effective even in the absence of any detective capability. This poster will describe Reflective Deception and propose a testing platform for evaluating its efficacy and performance in the mitigation malware.
Thomas Shaw, James Arrowood, Michael Kvasnicka, Shay Taylor, Kyle Cook, John Hale
CCS1
1993 The effects of computer mediated interactivity on idea generation: an experimental investigation
abstract
The problems facing business leaders today are becoming more complex and unique. As such, managers can no longer rely on conventional well-established solution methods-the more unique the problem, the greater the need for creative solutions. Research suggests that the idea generation process can be facilitated by information technology. The paper focuses on the question of whether interactivity in its most elemental form (e.g., between a human and computer) is a contributing factor in the generation of divergent ideas. Interactivity, as defined by Williams, Rice, and Rogers (1988), has three components: control, exchange of roles, and mutual discourse. This experiment compared idea generation between three treatments of subjects with the same information, but the information was communicated with different degrees of interactivity. The information was a case about sheltered workshops, and the subjects were asked to develop ideas about possible jobs for the clients. Idea generation was measured by the fluency, flexibility, and originality of the subjects' responses, consistent with divergent thinking tests. The findings indicate a possible relationship between interactivity and creativity, but not with great significance. Interactivity in conjunction with other factors may have a more significant impact on ideation. These results help identify areas for future research.>
Thomas Shaw, Karl Arnason, Salvatore Belardo
IEEE Trans. Syst. Man Cybern.1