International Journal of Civil Engineering and Technology (IJCIET) Volume 10, Issue 04, April 2019, pp. 209-218. Article ID: IJCIET_10_04_253 Available online at http://www.iaeme.com/ijciet/issues.asp?JType=IJCIET&VType=10&IType=04 ISSN Print: 0976-6308 and ISSN Online: 0976-6316 © IAEME Publication Scopus Indexed USABLE AUTHENTICATION FOR CLOUD BASED MOBILE LEARNING IN ENGINEERING EDUCATION Ramananda Mallya K Research & Development Centre, Bharathiar University, Coimbatore, Tamilnadu. IS&E Department, MITE, Moodbidri, Karnataka, India. Dr. B Srinivasan Department of Computer Science, Gobi Arts & Science College, Gobichettipalayam, Tamilnadu, India ABSTRACT It has been established that Cloud based Mobile Learning has provided creative opportunities for both teachers and students, as it creates an active learning atmosphere anywhere and anytime. This informal type of learning is supportive in improving the learning competencies of engineering students. Data security has been identified as a major issue of apprehension in the successful implementation of cloud based mobile learning. One of the major security issues encountered in the mobile cloud based learning is the authentication of the legitimate user who wants to get connected to the cloud. Considering the mobile environment, a suitable authentication method has to be invented which provides security without dropping the user convenience of the smart phone users. This article proposes a usable touch stroke interval based authentication method using the game theory approach for the mobile cloud. The proposed authentication method forms a kind of two stroke authentication comprising of username password and touch stroke interval. It was found that the proposed method provides a fairly secure user authentication, yet balancing the usability of smart phone user. Keywords: mobile cloud computing, mobile learning, user authentication, engineering, education Cite this Article: Ramananda Mallya K and Dr. B Srinivasan, Usable Authentication for Cloud Based Mobile Learning in Engineering Education, International Journal of Civil Engineering and Technology, 10(4), 2019, pp. 209-218. http://www.iaeme.com/IJCIET/issues.asp?JType=IJCIET&VType=10&IType=04 http://www.iaeme.com/IJCIET/index.asp 209 editor@iaeme.com Ramananda Mallya K and Dr. B Srinivasan 1. INTRODUCTION The handiness and ease of use technology provided by today’s Smart phones has opened up a wide range of uses and applications in the modern society. Among the major technologies involving the modern Smart phones, the most sought technology is mobile cloud computing [1]. Mobile cloud computing is the sizzling research topic in industries and among the researchers, which has many advantages like convenience and easy access [2]. This technology has changed the internet field into a distinct and vast computing field, having a intense prospering future. The uses of this interesting technology have roofed almost every region including education, electronic mail, healthcare sector and Information technology [3]. Considering the educational setting, the organization data resides in the mobile cloud and the students can access the data by getting connected to the cloud by using their mobile phones. This concept of learning provides ease of access and convenience as the student can use the education contents from anywhere and anytime [4]. Cloud based mobile learning can be effectively used to teach and learn engineering subjects outside the classroom. The authors of [5] conducted a study to explore the effect of mobile cloud computing technology on learning competencies of engineering students. The results showed that use of cloud based mobile learning in learning an engineering subject is productive and does has an positive impact on learning competencies of students which will result in improved attainment of course outcomes. At the same time, mobile cloud computing has many drawbacks; security is being the major concern among them. The fact that, any Smart phone can access the organization data opens up a major security threat [6]. To deal with this situation the organization has to critically think about the data and information security issues. Thus, it becomes essential for the educationists and researchers to look into different data and information security mechanisms. An important security mechanism to deal with information security is authentication of the valid user to gain access in to the system. The authentication of the user who is willing to access the data in the cloud is one of the main security measures that have to be addressed. To make sure that only a legitimate user can access the content in the cloud, a secure and strong authentication mechanism has to be developed [7]. However, one has to keep in mind that the developed authentication mechanism should be usable since the user will be using smart phone and hence the authentication method should not consume more time which makes inconvenience to the user. The user convenience has to be given at most importance when designing an authentication mechanism to be implemented in a mobile phone. Hence, the time taken for user authentication is an important criterion for evaluating the authentication method used in a smart phone. This article starts with discussion about mobile cloud computing with its associated benefits and challenges. The next section discusses various security issues concerned in the mobile cloud. It also explores the user authentication and a variety of authentication methods proposed for the mobile cloud implementation. Then we propose a new authentication method based on the concepts of touch stroke time and game theory for the mobile cloud and validate the new method. http://www.iaeme.com/IJCIET/index.asp 210 editor@iaeme.com Usable Authentication for Cloud Based Mobile Learning in Engineering Education 2. BACKGROUND 2.1. Mobile cloud computing Nowadays, smart phones are emerging at quick period which are outfitted with a vast number of features and applications. They have the capability of moving anywhere and accessing the data any time. With the facility to access the web any time, the smart phones can be linked to cloud emerging in a new computing model called mobile cloud computing. The mobile cloud computing Forum defines mobile cloud as follows [8]: ‘Mobile cloud computing is an infrastructure in which both the data processing and data storage are performed outside the mobile equipment. It moves the computing and data storage away from mobile phones and into the cloud, bringing applications to not just Smartphone users but a much broader range of mobile subscribers’. The mobile cloud computing technology has become popular and is being extensively used by the users all over the world. Today mobile cloud is being used in a range of applications as discussed in [9]. Common applications of mobile cloud include: • Email: One of the mainly used and popular applications of mobile cloud is Email on the mobile. Users can check their mails using their smart phones, which is a classic example of mobile cloud application. • Mobile Commerce: Mobile Commerce (M-Commerce) is the method of performing business using mobile devices. M-Commerce applications include Shopping using the smart phones, online payments made using mobiles. • Mobile Healthcare: Mobile Healthcare (M-Health) is the method of using mobile devices in the healthcare division. Accessing patient health records quickly and easily is a significant example of M-Health. • Mobile Gaming: Mobile Gaming is the idea of playing online games using the mobile devices. When mobile cloud is used, all the computations are performed in the cloud, thus allowing the users to play advanced games on their smart phones. • Mobile Learning: Mobile Learning (M-Learning) is the theory of learning anywhere, anything using the mobile devices. The use of mobile cloud for M-Learning provides advanced learning facility for the learners since all data processing and storage are done in the cloud outside the smart phone. Eventually, we also need to look into different issues and challenges faced by the mobile cloud computing technology which is still a developing trend. As any other new field, mobile cloud computing also has numerous issues and challenges. Mobile cloud is the bond between two different technologies namely cloud computing and mobile computing. Among the two, the cloud has highest computing facilities whereas the mobile computing ability is limited. Thus, a number of issues are to be resolved concerning mobile cloud [10]. These issues are linked to the mobile user who uses the services offered by the cloud. We know that mobile devices are open to the elements of diverse types of security vulnerabilities and risks, since the mobile device is attached to internet. The association to the cloud also exposes the mobile device into many security and privacy issues [11]. 2.2. Mobile learning in the cloud Mobile learning was on the rise in the previous decade and research was on to enhance its performance [12]. Basically, mobile learning implementation demands huge investments and resources. Hence to popularize the mobile learning concept, some alternative was required to http://www.iaeme.com/IJCIET/index.asp 211 editor@iaeme.com Ramananda Mallya K and Dr. B Srinivasan be invented in order to reduce the investments [13]. The mobile cloud computing is proved to be the best fit technology for the same. In mobile cloud computing, storage and hardware resources are available outside the mobile device and in the cloud. Thus, mobile cloud-based M-learning overcomes device resource and storage limitations. Also, mobile cloud drastically reduces the investments to be made by the organizations to implement M-learning. In [14], the author has coined the idea of introducing cloud computing in the education sector and presented the possible benefits and disadvantages. An E-learning architecture rooted in cloud computing was developed by the authors of [15]. Based on a new architecture Elearning system was effectively implemented using the cloud and performance of the proposed system was evaluated. Over the time, based on the success of E-learning and cloud computing combinations, the idea of combing M-learning and mobile cloud has evolved. In [16], the authors have constructed the architecture of M-learning system using cloud. The analysis of such an MLearning system has also been done. At the same time, there is a number of security and privacy issues exist in the implementation of mobile learning [17]. Hence, there is a strong need to address these issues and propose a better solution. 2.3. User authentication in the mobile cloud Modern organizations and individual users have started to acquire full advantage of large storage facility provided by the mobile cloud by storing their data and personal information in the cloud. However, some security issues occur when the user’s data resides in the cloud. For providing better security, the mobile cloud should be equipped with proper as well as strong authentication mechanism to ensure that illegal user does not get entry into the system. Different authors have proposed different authentication mechanisms for the mobile cloud computing which are discussed below. In [18], the authors have proposed an authentication method based on Quick Response Code (QR Code). In this scheme, user will enter user id and password. Along with that the image of user is captured by the mobile device. Then all the three; user id, password and image will be transformed into a QR Code. Based on the QR code authentication is performed. The method provided good authentication as it uses the image of the valid user. However, it resulted in added computation burden on the mobile device to capture the image and then send it to the server. Authentication in the mobile cloud based on the concept of Message Digest was proposed by the authors of [19]. In this method, an encrypted hashed message was used during authentication of the user. The method was complex in processing since it requires both encryption and hashing. In [20], the authors have proposed an authentication mechanism based on one-time password. In this scheme, the user provides the user id and password to the cloud server and the server generates a one-time password for user authentication. The scheme resulted in slow authentication as the user needs to wait for the one-time password. In [21], the author has introduced a lightweight authentication scheme for the mobile cloud using the aid of mobile network. The method used a local authentication inside the mobile network using user id and password. This method had used the user mobile network as the third party for authentication. This idea was simple, however may not be practical in most cases. The authors of [22] have proposed an authentication method for the mobile cloud using touch stroke. Along with the user id and password, the system will calculate the time taken to http://www.iaeme.com/IJCIET/index.asp 212 editor@iaeme.com Usable Authentication for Cloud Based Mobile Learning in Engineering Education enter the credentials to the cloud server. The cloud server will authenticate the user after verifying the user credentials along with the touch stroke time. The performance of this method was good; however, it was too simple and hence lacked security. 3. METHODOLOGY From the literature, it was found that numerous authentication methods have been proposed for mobile cloud. However, these methods were found to be complex in nature considering smart phone user convenience. When user authentication has to be done for the smart phone, user convenience has to be given at most importance. Thus, it becomes necessary to find a simple authentication method that considers both security and user convenience in mind. We have included the concept of touch stroke interval in the authentication process. It is a behavior-based authentication mechanism in which the touch speed of the user is used during authentication. The user needs to install a learning application on their mobiles and register with a username and password. During registration time, the value of the game derived from touch stroke intervals pertaining to username and password will also get stored in the server. The Figure 1 shows the cloud based mobile learning application, MobiLearn. Figure 1 The MobiLearn mobile learning application The proposed cloud based mobile learning system includes two subsystems; one is the cloud server which is used to hold the files uploaded by the teachers and the other one is the mobile client. The mobile client will connect to the cloud server if it needs to access the learning materials. The server will authenticate the user and only genuine user is allowed to access the materials. During Authentication time, when user enters his username and password the touch stroke durations between each character are calculated and sent to the server. The Game theory is used to calculate the value of the game and authentication is approved only if both password and game value are matched. http://www.iaeme.com/IJCIET/index.asp 213 editor@iaeme.com Ramananda Mallya K and Dr. B Srinivasan The calculation of Game value from the touch stroke interval is carried out using the following procedure. Assume that the password used by an authorized user is rAmAnA30#. When the user types this password the time interval between successive key presses are computed. Starting at time 0, time taken to press r is 0.3 seconds; time taken to press next character A is 0.7 seconds and so on. Table 1 shows the time interval for the above password. Table 1 Key press time interval for the given password by authorized user Key Time r 0.3 A 0.7 m 0.3 A 0.7 n 0.3 A 0.7 3 0.6 0 0.3 # 0.3 The computed key press time intervals are then represented in the form of a Game theory matrix as shown in Figure 2. 0.3 0.7 0.6 0.7 0.3 0.3 0.3 0.7 0.3 Figure 2 Game theory matrix for the authorized user. From the Game matrix, the value of the game is calculated using the following procedure. The 3x3 matrix is reduced into a 2x2 matrix by using the method of dominance. The resulting matrix is shown in Figure 3. 0.3 0.7 0.7 0.3 Figure 3 Reduced matrix for the authorized user. Using Analytical method, the value of Game for the above matrix is calculated and value of the game is 5. The proposed method provides a form of two stroke authentication, as it verifies both password and the value of the game. The method successfully overcomes the shoulder surfing attack. Even if an unauthorized user obtains the smart phone and password of the user he cannot login in to the system since the typing speed of that user will be different. For example consider the scenario of unauthorized user trying to login to the system using the stolen smart phone and password. When the unauthorized user types this password the time interval between successive key presses are computed. Starting at time 0, time taken to press r is 0.2 seconds; time taken to press next character A is 0.6 seconds and so on. Table 2 shows the time interval for the above password. Table 2 Key press time interval for the given password by unauthorized user Key Time r 0.2 A 0.6 m 0.3 A 0.6 n 0.2 A 0.6 3 0.5 0 0.2 # 0.2 The computed key press time intervals are then represented in the form of a Game theory matrix as shown in Figure 4. 0.2 0.6 0.5 0.6 0.2 0.2 0.3 0.6 0.2 Figure 4 Game theory matrix for the unauthorized user. http://www.iaeme.com/IJCIET/index.asp 214 editor@iaeme.com Usable Authentication for Cloud Based Mobile Learning in Engineering Education The 3x3 matrix is reduced into a 2x2 matrix by using the method of dominance. The resulting matrix is shown in Figure 5. 0.2 0.6 0.6 0.2 Figure 5 Reduced matrix for the unauthorized user. Using Analytical method, the value of Game for the above matrix is calculated and value of the game is 4. Thus, even if the two users entered the same password, their typing speed varies and hence the access is denied to the unauthorized user whose value of the game is different from the authorized user. The system will authenticate the user only if user name, password and value of the game all three factors match with the authorized user. Hence, the proposed method successfully protects the system from unauthorized access even in the extreme cases of smart phone and password stealing. 4. DISCUSSION Two versions of MobiLearn apps were tested in order to evaluate the performance of the authentication methods. One version used the plain password authentication which includes username and password verification. Another version used the touch stroke interval authentication method, which includes username, password and value of the game derived from the touch stroke interval time. Both versions of the application were installed on the same android smart phone and tested for diverse username and passwords. Two types of passwords were tested. Simple password comprised of only alphabets and complex passwords comprised of alphabets, numbers and special characters. A total of 60 username and passwords placed at different levels of complexities were tested on the two versions of the application and the time involved in the authentication of the user using each version of the application were measured. The results were drawn on the graphs for validation purpose. When plain username and passwords were used by the users, the average time taken for authentication was found to be 11 seconds and 16 seconds for the touch stroke interval method. This is illustrated in Figure 6. Figure 6 Comparison of two methods using simple passwords http://www.iaeme.com/IJCIET/index.asp 215 editor@iaeme.com Ramananda Mallya K and Dr. B Srinivasan When complicated passwords were used by the users, the average the average time taken for authentication was found to be 18 seconds and 24 seconds for the touch stroke interval method. This is illustrated in Figure 7. Figure 7 Comparison of two methods using complex passwords From the test consequences it is clear that the use of the improved authentication method called touch stroke interval authentication does not have much effect on the total time essential for authenticating the user. The total time dissimilarity between the two methods is very insignificant and minor. At the same time, the touch stroke interval authentication methods validate both password and touch stroke interval and provides a form of two-phase authentication which provides superior security. Thus, it is apparent that the proposed method provides added security devoid of compromising on user convenience. 5. CONCLUSION Mobile cloud computing happens to be the latest trend in the engineering educational field, which is still on the rise. Undeniably, this technology will experience abundant changes in the near future, in terms of security methods, best policies and standards. Implementation of mobile learning by means of the mobile cloud is also a reasonably new innovation in the engineering education sector, which undeniably has a number of returns compared to the conventional learning process. At the same time, learning using the mobile cloud has to bear a number of issues primarily related to security of user data that has to be primarily addressed. There happens to be lot of scope in innovative research in this area where a number of security procedures and algorithms can be invented so that a competent mobile learning system can be developed using the mobile cloud. We have proposed a system that will provide safe authentication of the users to improve security of user data in the cloud. Maintaining the convenience of the smart phone user, it is necessary to build a smarter authentication method that combines convenience of the user and improved security. 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