59 research outputs found

    A cyberciege traffic analysis extension for teaching network security

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    CyberCIEGE is an interactive game simulating realistic scenarios that teaches the players Information Assurance (IA) concepts. The existing game scenarios only provide a high-level abstraction of the networked environment, e.g., nodes do not have Internet protocol (IP) addresses or belong to proper subnets, and there is no packet-level network simulation. This research explored endowing the game with network level traffic analysis, and implementing a game scenario to take advantage of this new capability. Traffic analysis is presented to players in a format similar to existing tools such that learned skills may be easily transferred to future real-world situations. A network traffic analysis tool simulation within CyberCIEGE was developed and this new tool provides the player with traffic analysis capability. Using existing taxonomies of cyber-attacks, the research identified a subset of network-based attacks most amenable to modeling and representation within CyberCIEGE. From the attacks identified, a complementary CyberCIEGE scenario was developed to provide the player with new educational opportunities for network analysis and threat identification. From the attack scenario, players also learn about the effects of these cyber-attacks and glean a more informed understanding of appropriate mitigation measures.http://archive.org/details/acyberciegetraff109451057

    Toward managing and automating CyberCIEGE scenario definition file creation

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    The CyberCIEGE project seeks to create an alternative to traditional Information Assurance (IA) training and education approaches by developing an interactive, entertaining commercial-grade PC-based computer game/virtual laboratory. CyberCIEGE will provide a robust, flexible and extensible gaming environment where each instance of the game is based on a fully customizable scenario. These scenarios are written in the CyberCIEGE Scenario Definition Language. Unfortunately, the trade-off for flexibility, extensibility and fully customizable scenarios is syntax complexity in the scenario definition language. This thesis will solve this real world problem by showing that the complexity of scenario definition language syntax can be managed through a software tool. This thesis will develop such a tool and further demonstrate that progress can be made toward automating scenario generation.http://archive.org/details/towardmanagingut109451669Civilian, Federal Cyber Service Corps, Naval Postgraduate SchoolApproved for public release; distribution is unlimited

    Cyber Space Odyssey: A Competitive, Team-Oriented Serious Game in Computer Networking

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    Cyber Space Odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth 3D space. Each team interacts with the game server through a dedicated client presenting a multimodal interface, using a game controller for navigation and various desktop computer networking tools of the trade for cybersecurity tasks on the game\u27s physical network. Specifically, teams connect to wireless access points, use packet monitors to intercept network traffic, decrypt and reverse engineer that traffic, craft well-formed and meaningful responses, and transmit those responses. Successful completion of these physical network actions to solve a sequence of increasingly complex problems is necessary to progress through the virtual, story-driven adventure. Use of the networking tools reinforces networking theory and offers hands-on practical training requisite for today\u27s cyberoperators. This paper presents the learning outcomes targeted by a classroom intervention based on CSO, the design and implementation of the game, a pedagogical overview of the overall intervention, and four years of quantitative and qualitative data assessing its effectiveness

    Gamification of Cyber Security Awareness : A Systematic Review of Games

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    The frequency and severity of cyber-attacks have increased over the years with damaging consequences such as financial loss, reputational damage, and loss of sensitive data. Most of these attacks can be attributed to user error. To minimize these errors, cyber security awareness training is conducted to improve user awareness. Cyber security awareness training that is engaging, fun, and motivating is required to ensure that the awareness message gets through to users. Gamification is one such method by which cyber security awareness training can be made fun, engaging, and motivating. This thesis presents the state of the art of games used in cyber security awareness. In this regard, a systematic review of games following PRISMA guidelines was conducted on the relevant papers published between 2010 to 2021. The games were analyzed based on their purpose, cyber security topics taught, target audience, deployment methods, game genres implemented and learning mechanics applied. Analysis of these games revealed that cyber security awareness games are mostly deployed as computer games, targeted at the general public to create awareness in a wide range of cyber security topics. Most of the games implement the role-playing genre and apply demonstration learning mechanics to deliver their cyber security awareness message effectively

    Cyberciege scenario illustrating integrity risks to a military like facility

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    Note: the appendix file for this item is not available.As the number of computer users continues to grow, attacks on assets stored on computer devices have increased. Despite an increase in computer security awareness, many users and policy makers still do not implement security principles in their daily lives. Ineffective education and the lack of personal experience and tacit understanding might be a main cause. The CyberCIEGE game can be used to convey requisite facts and to generate tacit understanding of general computer security concepts to a broad audience. This thesis asked if a Scenario Definition File (SDF) for the CyberCIEGE game could be developed to educate and train players in Information Assurance on matters related to information integrity in a networking environment. The primary educational concern is the protection of stored data. Another goal was to test whether the game engine properly simulates real world behavior. The research concluded that it is possible to create SDFs for the CyberCIEGE game engine to teach specifically about integrity issues. Three specific SDFs were developed for teaching purposes. Several SDFs were developed to demonstrate the game engine's ability to simulate real world behavior for specific, isolated educational goals. These tests led to recommendations to improve the game engine.http://archive.org/details/cyberciegescenar109451434Lieutenant, German NavyApproved for public release; distribution is unlimited

    Gamifying Cybersecurity Course Content for Entry Level Students

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    The growing shortage of skilled professionals in cybersecurity and forensics has increased global demand for information systems professionals. In an effort to identify and attract more students to cybersecurity and forensics programs, the authors developed a game engine along with a GUI-based game creator to generate a sequence of entertaining, engaging, and educational games, suitable for forensics and cybersecurity courses. This multi-partner project is funded in part by the National Science Foundation under Award DUE-1400567. This paper introduces the design and development of a browser-based educational game framework using game-based learning approach. Several digital forensic games will be introduced to demonstrate how students will conduct forensic investigation by following narrative and storylines of the game via interactive dialogs and using real tools and technologies. The GUI-based game creator allows educators to create and develop new educational games in any subject field by only focusing on game content

    CyberEscape Approach to Advancing Hard and Soft Skills in Cybersecurity Education

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    Incorporating gamification elements and innovative approaches in training and educational programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity training should consider a combination of hard and soft skills to deal with the diversity of cyber incidents. Therefore, this research aims to investigate if soft skills such as communication and collaboration enhances students’ performance in practical task execution and if the CyberEscape approach promotes students engagement and self-efficacy. This paper presents a cybersecurity game CyberEscape based on the intervention mapping methodology previously defined in the research. A virtualised infrastructure simulating the business environment works as a hybrid escape room. Physical resources and prepared information materials complement the game to support the scenario and ensure student engagement. The work employs a multiple-methods research approach. Participants filled out questionnaires in the pre-event and post-execution phases. Additionally, the participants were involved in small group semistructured interviews. Results of the pilot study show a positive impact on student competence improvement and increased interest in cybersecurity.acceptedVersio

    A dynamic three-dimensional network visualization program for integration into cyberciege and other network visualization scenarios

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    Detailed information and intellectual understanding of a network's topology and vulnerabilities is invaluable to better securing computer networks. Network protocol analyzers and intrusion detection systems can provide this additional information. In particular, game-based trainers, such as CyberCIEGE, have been shown to improve the level of training and understanding of network security professionals. This thesis' objective is to enhance these applications by developing NTAV3D, or, Network Topology and Attack Visualizer (Three Dimensional). NTAV3D is a tool that displays network topology, vulnerabilities, and attacks in an interactive, three dimensional environment. This augments the design and gameplay of CyberCIEGE by increasing gameplayer interaction and data display. Additionally, NTAV3D can be expanded to provide this capability to network analysis and intrusion detection tools. Furthermore, NTAV3D expands on ideas and results from related work of the best ways to visualize network topology, vulnerabilities, and attacks. NTAV3D was created using open-source software technologies including Xj3D, X3D, Java, and XML. It is also one of the first applications to be built with only the Xj3D toolkit. Therefore, the development process allowed evaluation of these technologies, resulting in recommendations for future improvements.http://archive.org/details/adynamicthreedim109453384US Navy (USN) authors.Approved for public release; distribution is unlimited

    An e-ADR (elaborated Action Design Research) Approach Towards Game-based Learning in Cybersecurity Incident Detection and Handling

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    The growth of internet has significantly increased the cybersecurity threat instances. Therefore to equip people with skills to mitigate such attacks, this paper provides a Cybersecurity game-based learning artefact designed using the e-ADR approach. The artefact teaches the Incident Detection and Handling procedures that need to be undertaken in the event of a cybersecurity threat. As per NIST’s guide to malware incident prevention and handling, an incident response process has four major phases: preparation, detection and analysis, containment/eradication/recovery, and post-incident activity. Our gaming artefact delves into the detection and containment phase to design a game that teaches users to detect and then perform containment actions on the cybersecurity threat

    CyberCIEGE scenario illustrating secrecy issues through mandatory and discretionary access control policies in a multi-level security network

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    User training in computer and network security is crucial to the survival of modern networks, yet the methods employed to train users often seem ineffective. One possible reason is that users are not fully engaged during these training sessions and thus they tend to forget the lessons being taught. The CyberCIEGE game introduces a new method of training in computer and network security. The player engages in a simulation-based network security game, that reflects real-world security principles. Each time the CyberCIEGE game runs, it loads a Scenario Definition File (SDF) written to teach specific security concepts. This thesis developed such a scenario definition file for the CyberCIEGE game. The educational purpose of the scenario is to illustrate secrecy issues in the context of mandatory and discretionary access control in a multilevel networked environment. The primary work of this thesis was to construct the scenario definition file such that playing the resulting game would achieve this educational purpose. This thesis also resulted in the construction of scenario definition files to test the CyberCIEGE game engine for expected results. These tests resulted in several recommendations for improvement in the game engine.http://archive.org/details/cyberciegescenar109451556First Lieutenant, United States Air ForceApproved for public release; distribution is unlimited
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