User reporting is an important platform tool to defend against online harms, including harassment. Yet a recent report from the Turing Institute based on a large-scale […]
DAARC will apply the ‘Design Against Crime’ approach to Augmented Reality (AR) devices, systems and platforms, to identify new ways of anticipating and preventing either (a) […]
SaferVR investigates the unique risks faced by adults with intellectual disabilities in social virtual reality environments, including issues like harassment and accidental data exposure. The project […]
In partnership with SARSAS, the Survivors Trust, and Survivors Voices, we will conduct research to understand the experiences of survivors of non-recent, online-facilitated child sexual abuse […]
This project addresses the global issue of online child sexual exploitation and abuse (OCSEA) in low-and-middle-income countries (LMICs), where research and safety provisions lag behind high-income […]
Generative AI has had a major impact on the academic landscape since the emergence of ChatGPT in November 2022. Yet much of the ethical discourse has […]
The vast popularity of social media led to an unparalleled rise of financial influencers, the so-called “finfluencers”, who exploit those platforms to disseminate financial-related content and […]
There are a number of ‘directories’ or ‘rankings’ of governmental approaches to civil society privacy, cybersecurity, and freedom of expression online. While these can be useful […]
Sequential data model useful information about individuals, such as their visited locations, purchased products, or genomic information. Thus, sequential data are often collected from individuals and […]
This project will investigate the role of alternative online subcultures in the promotion of violence, through a data-driven comparative analysis of content across several (Chan) platforms. […]
Current research efforts on online harms (abuse, hate, dis/misinformation, cyberbullying, revenge pornography, etc.) have focused on examining single platforms (e.g., Twitter or Facebook) and/or isolating known […]
With the widespread use of resource-constrained devices such as RFID sensors, IoT, etc. the area of lightweight cryptography has become increasingly important. For evidence we can […]
Personality information can be used as part of adversarial manipulation of an individual, making them more vulnerable to attacks on their reasoning process – whether the […]
Several strategies are routinely used by social media companies, governments, and online communities to mitigate online harms. These include setting community standards, removing content that violates […]
The aim will be to investigate how effectively and efficiently anonymous communication networks (ACN) can act as “add-ons” between applications that do not have privacy built-in […]
A philosophical analysis of online manipulation on social media platforms focusing on the disruption of democratic processes. One of the most interesting phenomena in current international […]
This empirical project aims to analyse the roles of PETs, from both legal and regulatory perspectives, in protecting fundamental rights and freedoms, such as data protection […]
The act of engaging with digital services and devices is often considered a sub-component of online harm. Specifically, a considerable body of work has observed associations […]
A key challenge for the mitigation of online harms is the need to identify the ways in which regulators, practitioners and researchers can have joint understandings […]
The Protecting Girls from Online Harm: an inner-city exploration (PGOH) project aims to address the challenge of protecting young people (under 18) from online harms (including, […]
Cryptocurrency has evolved from a niche application developed by activists to a wide-scale form of payment. This trend is likely to accelerate because of banks’ interests, […]
The Metaverse (MV) has many positive features for children and young people’s cognitive, social and emotional development (Chang et al, 2020; Pallavicini & Pepe, 2020), but […]
The main goal of MetaSafeChild is to make Social Virtual Reality safer for children. The project aims to a) assess the potential harms faced by children […]
The way that video games make money has changed. Beginning in the mid-2000s, a novel monetisation strategy began to emerge in which games were not treated […]
The development of a child sexual abuse conversation (CSAC) dataset, this 9-month project will lead to advances in our understanding of how perpetrators of child sex […]
The SELF-PROTECT project explores the problem of government threats to citizens’ digital privacy from the interdisciplinary perspectives of psychology and computer science. The objectives are to: […]