2 research outputs found

    Assessment of End-User Susceptibility to Cybersecurity Threats in Saudi Arabia by Simulating Phishing Attacks

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    Phishing attacks are cybersecurity threats that have become increasingly sophisticated. Phishing is a cyberattack that can be carried out using various approaches and techniques. Usually, an attacker uses trickery as well as fraudulent and disguised means to steal valuable personal information or to deceive the victim into running malicious code, thereby gaining access and controlling the victim’s systems. This study focuses on evaluating the level of cybersecurity knowledge and cyber awareness in Saudi Arabia. It is aimed at assessing end-user susceptibility through three phishing attack simulations. Furthermore, we elaborate on some of the concepts related to phishing attacks and review the steps required to launch such attacks. Subsequently, we briefly discuss the tools and techniques associated with each attack simulation. Finally, a comprehensive analysis is conducted to assess and evaluate the results

    A Social Virtual Reality Mobile Application for Learning and Practicing English

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    Many studies promise that virtual reality (VR) applications will be one of the most used tools in foreign language learning. This is because VR keeps learners engaged, motivated, and prepared with better communication skills due to the simulation of real-life environments. As a result of the COVID-19 pandemic and social distancing, it became difficult to use and practice newly learned language skills with real people directly. This paper proposes a social VR mobile application that can be used anytime anywhere to offer a set of different VR environments that simulate real-life situations in order to learn and practice the English language. The application aims to improve speaking skills by offering a private session with a native speaker tutor or a community of learners to practice speaking. It combines the benefits of mobile learning, social networks, and VR. Initial usability testing results showed that the application is simple and easy to use, with some problems discovered and resolved. The application demonstrates that applying VR tools could contribute positively to learning English among the language learners using it
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