Unintended, malicious and evil applications of augmented reality

dc.contributor.authorConti, Gregory
dc.contributor.authorSobiesk, Edward
dc.contributor.authorAnderson, Paul
dc.contributor.authorBillington, Steven
dc.contributor.authorFarmer, Alexander
dc.contributor.authorKirk, Cory
dc.contributor.authorShaffer, Patrick
dc.contributor.authorStammer, Kyle
dc.date.accessioned2023-12-13T20:40:50Z
dc.date.available2023-12-13T20:40:50Z
dc.date.issued2012
dc.description.abstractMost new products begin life with a marketing pitch that extols the product's cultures. A Similarly optimistic property holds in user-centered design, where most books and classes take for granted that interface designers are out to help the user. Users themselves are assumed to be good natured, upstanding citizens somewhere out of the Leave it to Beaver universe.
dc.description.sponsorshipArmy Cyber Institute
dc.identifier.citationGregory Conti, Dr. Edward Sobiesk, Paul Anderson, Steven Billington, Alex Farmer, Cory Kirk, Patrick Shaffer, and Kyle Stammer. "Unintended, Malicious, and Evil Applications of Augmented Reality". Insecure Magazine, 2012.
dc.identifier.otherNA
dc.identifier.urihttps://hdl.handle.net/20.500.14216/1414
dc.publisherInsecure Magazine
dc.subjectAugmented Reality
dc.titleUnintended, malicious and evil applications of augmented reality
dc.typeReports
local.peerReviewedYes

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