12,289 research outputs found
Establishing cyber situational awareness in industrial control systems
The cyber threat to industrial control systems is an acknowledged security issue, but a
qualified dataset to quantify the risk remains largely unavailable. Senior executives of
facilities that operate these systems face competing requirements for investment budgets,
but without an understanding of the nature of the threat cyber security may not
be a high priority. Operational managers and cyber incident responders at these facilities
face a similarly complex situation. They must plan for the defence of critical
systems, often unfamiliar to IT security professionals, from potentially capable, adaptable
and covert antagonists who will actively attempt to evade detection. The scope
of the challenge requires a coherent, enterprise-level awareness of the threat, such that
organisations can assess their operational priorities, plan their defensive posture, and
rehearse their responses prior to such an attack.
This thesis proposes a novel combination of concepts found in risk assessment,
intrusion detection, education, exercising, safety and process models, fused with experiential
learning through serious games. It progressively builds a common set of shared
mental models across an ICS operation to frame the nature of the adversary and establish
enterprise situational awareness that permeates through all levels of teams involved
in addressing the threat. This is underpinned by a set of coping strategies that identifies
probable targets for advanced threat actors, proactively determining antagonistic
courses of actions to derive an appropriate response strategy
Gamification techniques for raising cyber security awareness
Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues
On the use of serious games technology to facilitate large-scale training in cybercrime response
As technology becomes pervasive in everyday life, there are very few crimes that don’t have some ‘cyber’ element to them. The vast majority of crime now has some digital footprint; whether it’s from a CCTV camera, mobile phone or IoT device, there exists a vast range of technological devices with the ability to store digital evidence that could be of use during a criminal investigation. There is a clear requirement to ensure that digital forensic investigators have received up-to-date training on appropriate methods for the seizure, acquisition and analysis of digital devices. However, given the increasing number of crimes now involving a range of technological devices it is increasingly important for those police officers who respond to incidents of crime to have received appropriate training.The aim of our research is to transform the delivery of first responder training in tackling cybercrime.A project trialling the use of computer games technology to train officers in cybercrime response is described. A game simulating typical cybercrime scenes has been developed and its use in training first responders has been evaluated within Police Scotland. Overall, this approach to the large-scale provision of training (potentially to a whole force) is shown to offer potential
Individual Differences in Cyber Security
A survey of IT professionals suggested that despite technological advancement and organizational procedures to prevent cyber-attacks, users are still the weakest link in cyber security (Crossler, 2013). This suggests it is important to discover what individual differences may cause a user to be more or less vulnerable to cyber security threats. Cyber security knowledge has been shown to lead to increased learning and proactive cyber security behavior (CSB). Self-efficacy has been shown to be a strong predictor of a user’s intended behavior. Traits such as neuroticism have been shown to negatively influence cyber security knowledge and self-efficacy, which may hinder CSB. In discovering what individual traits may predict CSB, users and designers may be able to implement solutions to improve CSB. In this study, 183 undergraduate students at San José State University completed an online survey. Students completed surveys of self-efficacy in information security, and cyber security behavioral intention, as well as a personality inventory and a semantic cyber security knowledge quiz. Correlational analyses were conducted to test hypotheses related to individual traits expected to predict CSB. Results included a negative relationship between neuroticism and self-efficacy and a positive relationship between self-efficacy and CSB. Overall, the results support the conclusion that individual differences can predict self-efficacy and intention to engage in CSB. Future research is needed to investigate whether CSB is influenced by traits such as neuroticism, if CSB can be improved through video games, and which are the causal directions of these effects
Cyber-Democracy or Cyber-Hegemony? Exploring the Political and Economic Structures of the Internet as an Alternative Source of Information
Although government regulation of the Internet has been decried as undercutting
free speech, the control of Internet content through capitalist
gateways???namely, profit-driven software companies???has gone largely
uncriticized. The author argues that this discursive trend manufactures
consent through a hegemonic force neglecting to confront the invasion of
online advertising or marketing strategies directed at children. This study
suggests that ???inappropriate content??? (that is, nudity, pornography, obscenities)
constitutes a cultural currency through which concerns and responses
to the Internet have been articulated within the mainstream. By examining
the rhetorical and financial investments of the telecommunications
business sector, the author contends that the rhetorical elements creating
???cyber-safety??? concerns within the mainstream attempt to reach the consent
of parents and educators by asking them to see some Internet content as
value laden (sexuality, trigger words, or adult content), while disguising
the interests and authority of profitable computer software and hardware
industries (advertising and marketing). Although most online ???safety measures???
neglect to confront the emerging invasion of advertising/marketing
directed at children and youth, the author argues that media literacy in
cyberspace demands such scrutiny. Unlike measures to block or filter online
information, students need an empowerment approach that will enable
them to analyze, evaluate, and judge the information they receive.published or submitted for publicatio
A Survey of Serious Games for Cybersecurity Education and Training
Serious games can challenge users in competitive and entertaining ways. Educators have used serious games to increase student engagement in cybersecurity education. Serious games have been developed to teach students various cybersecurity topics such as safe online behavior, threats and attacks, malware, and more. They have been used in cybersecurity training and education at different levels. Serious games have targeted different audiences such as K-12 students, undergraduate and graduate students in academic institutions, and professionals in the cybersecurity workforce. In this paper, we provide a survey of serious games used in cybersecurity education and training. We categorize these games into four types based on the topics they cover and the purposes of the games: security awareness, network and web security, cryptography, and secure software development. We provide a catalog of games available online. This survey informs educators of available resources for cybersecurity education and training using interactive games.
Keywords: Serious games; Game-based Learning; Cybersecurity
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