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Influencing users towards better passwords: persuasive cued click-points.

, , , and . BCS HCI (1), page 121-130. BCS, (2008)

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Abstraction and Activity in Computer-Mediated Music Production., , and . Computer Music Journal, 34 (4): 22-33 (2010)Postmodern prospects for conceptual modelling., and . APCCM, volume 53 of CRPIT, page 11-20. Australian Computer Society, (2006)Influencing users towards better passwords: persuasive cued click-points., , , and . BCS HCI (1), page 121-130. BCS, (2008)Factoring culture into the design of a persuasive game., , , , and . OZCHI, volume 206 of ACM International Conference Proceeding Series, page 213-220. ACM, (2006)From pushing buttons to play and progress: value and interaction in fable., , , and . AUIC, volume 50 of CRPIT, page 61-68. Australian Computer Society, (2006)Control and Understanding in Malware and Legitimate Software., , , and . eCrime, page 1-11. IEEE, (2019)Persuasive Cued Click-Points: Design, Implementation, and Evaluation of a Knowledge-Based Authentication Mechanism., , , , and . IEEE Trans. Dependable Secur. Comput., 9 (2): 222-235 (2012)Incident response teams in IT operations centers: the T-TOCs model of team functionality., , and . Cogn. Technol. Work., 18 (4): 695-716 (2016)My Friend the Customer., , , and . EuroPLoP, page 199-214. UVK - Universitaetsverlag Konstanz, (2004)Evaluating Software for Affective Education: A Case Study of the Affective Walkthrough., , and . HCI (27), volume 618 of Communications in Computer and Information Science, page 226-231. Springer, (2016)