Keyphrases
Attacker
41%
Code Manipulation
33%
Code Voting
55%
Code-based
33%
Coercion
44%
Cookies
33%
COVID-19
33%
COVID-19 Pandemic
33%
Cross-country Investigation
33%
Cybersecurity
33%
Data Protection
37%
Detection Efficiency
44%
Detection Rate
33%
Electoral Integrity
38%
Electronic Voting
77%
Formal Approach
33%
General Data Protection Regulation
33%
GitHub
33%
Human Factors
33%
Internet Voting
75%
IoT System
33%
IT Systems
33%
Manipulation Detection
88%
Paper-based
33%
Perceived Trust
66%
Personal Data
41%
Privacy Awareness
33%
Privacy Concerns
61%
Privacy Practices
33%
Privacy Protection
35%
QR Code
44%
Return Codes
44%
Risk-limiting Audit
66%
Security Awareness
33%
Security Awareness Training
33%
Security Education
33%
Security Measures
33%
Security Policy
33%
Security Practices
33%
Security Privacy
83%
Smart Environments
33%
Smart Systems
33%
Trust Factors
33%
User Attitude
33%
User Reactions
33%
User Study
41%
Verifiability
33%
Verifiable Voting Systems
50%
Voter Perceptions
66%
World Wide Web
33%
Computer Science
Attackers
33%
Concrete System
16%
Conducted Interview
33%
Confirmation Code
33%
Cybersecurity
100%
Data Protection
50%
Decision Maker
33%
Detected Anomaly
33%
Detection Rate
33%
Digitalization
22%
Election Process
33%
Ergonomics
33%
External Attacker
16%
Formal Definition
33%
General Data Protection Regulation
61%
Geographical Location
27%
Initialization Code
33%
Internet-Of-Things
33%
Medium Coverage
16%
Online Service
33%
Open Source Project
33%
Personal Data
50%
Potential Issue
33%
Privacy Concern
33%
Privacy Practice
33%
Privacy Protection
77%
Proper Security
16%
Protection Issue
27%
Research Direction
33%
Security and Privacy
100%
Security Awareness Training
33%
Security Concern
33%
Security Education
33%
Security Framework
33%
Security Policy
33%
Security Practice
33%
Security Properties
66%
Security Protection
66%
Security Vulnerability
16%
Smart Device
33%
Smart Environment
33%
Software Development
22%
System Provider
33%
System Security
33%
Telephone Number
33%
Usability Concern
33%
Usability Issue
66%
Usability Research
33%
User Behavior
16%
User Experience
50%