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cyber security training games: Game Theory and Machine Learning for Cyber Security Charles A. Kamhoua, Christopher D. Kiekintveld, Fei Fang, Quanyan Zhu, 2021-09-08 GAME THEORY AND MACHINE LEARNING FOR CYBER SECURITY Move beyond the foundations of machine learning and game theory in cyber security to the latest research in this cutting-edge field In Game Theory and Machine Learning for Cyber Security, a team of expert security researchers delivers a collection of central research contributions from both machine learning and game theory applicable to cybersecurity. The distinguished editors have included resources that address open research questions in game theory and machine learning applied to cyber security systems and examine the strengths and limitations of current game theoretic models for cyber security. Readers will explore the vulnerabilities of traditional machine learning algorithms and how they can be mitigated in an adversarial machine learning approach. The book offers a comprehensive suite of solutions to a broad range of technical issues in applying game theory and machine learning to solve cyber security challenges. Beginning with an introduction to foundational concepts in game theory, machine learning, cyber security, and cyber deception, the editors provide readers with resources that discuss the latest in hypergames, behavioral game theory, adversarial machine learning, generative adversarial networks, and multi-agent reinforcement learning. Readers will also enjoy: A thorough introduction to game theory for cyber deception, including scalable algorithms for identifying stealthy attackers in a game theoretic framework, honeypot allocation over attack graphs, and behavioral games for cyber deception An exploration of game theory for cyber security, including actionable game-theoretic adversarial intervention detection against advanced persistent threats Practical discussions of adversarial machine learning for cyber security, including adversarial machine learning in 5G security and machine learning-driven fault injection in cyber-physical systems In-depth examinations of generative models for cyber security Perfect for researchers, students, and experts in the fields of computer science and engineering, Game Theory and Machine Learning for Cyber Security is also an indispensable resource for industry professionals, military personnel, researchers, faculty, and students with an interest in cyber security. |
cyber security training games: Model-driven Simulation and Training Environments for Cybersecurity George Hatzivasilis, Sotiris Ioannidis, 2020-11-06 This book constitutes the refereed post-conference proceedings of the Second International Workshop on Model-Driven Simulation and Training Environments for Cybersecurity, MSTEC 2020, held in Guildford, UK, in September 2020 in conjunction with the 24th European Symposium on Research in Computer Security, ESORICS 2020. The conference was held virtually due to the COVID-19 pandemic. The MSTEC Workshop received 20 submissions from which 10 full papers were selected for presentation. The papers are grouped in thematically on: cyber security training modelling; serious games; emulation & simulation studies; attacks; security policies. |
cyber security training games: Design with Intent Dan Lockton, 2010 |
cyber security training games: HCI for Cybersecurity, Privacy and Trust Abbas Moallem, 2019-07-10 This book constitutes the thoroughly refereed proceedings of the First International Conference on HCI for Cybersecurity, Privacy and Trust, HCI-CPT 2019, which was held as part of the 21st HCI International Conference, HCII 2019, in Orlando, FL, USA, in July 2019. The total of 1275 papers and 209 posters included in the 35 HCII 2019 proceedings volumes were carefully reviewed and selected from 5029 submissions. HCI-CPT 2019 includes a total of 32 papers; they were organized in topical sections named: Authentication; cybersecurity awareness and behavior; security and usability; and privacy and trust. |
cyber security training games: Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Bernardes, Oscar, Amorim, Vanessa, Moreira, António Carrizo, 2022-01-28 Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians. |
cyber security training games: Hacking Exposed Industrial Control Systems: ICS and SCADA Security Secrets & Solutions Clint Bodungen, Bryan Singer, Aaron Shbeeb, Kyle Wilhoit, Stephen Hilt, 2016-09-22 Learn to defend crucial ICS/SCADA infrastructure from devastating attacks the tried-and-true Hacking Exposed way This practical guide reveals the powerful weapons and devious methods cyber-terrorists use to compromise the devices, applications, and systems vital to oil and gas pipelines, electrical grids, and nuclear refineries. Written in the battle-tested Hacking Exposed style, the book arms you with the skills and tools necessary to defend against attacks that are debilitating—and potentially deadly. Hacking Exposed Industrial Control Systems: ICS and SCADA Security Secrets & Solutions explains vulnerabilities and attack vectors specific to ICS/SCADA protocols, applications, hardware, servers, and workstations. You will learn how hackers and malware, such as the infamous Stuxnet worm, can exploit them and disrupt critical processes, compromise safety, and bring production to a halt. The authors fully explain defense strategies and offer ready-to-deploy countermeasures. Each chapter features a real-world case study as well as notes, tips, and cautions. Features examples, code samples, and screenshots of ICS/SCADA-specific attacks Offers step-by-step vulnerability assessment and penetration test instruction Written by a team of ICS/SCADA security experts and edited by Hacking Exposed veteran Joel Scambray |
cyber security training games: Proceedings of the 17th European Conference on Game-Based Learning Ton Spil, Guido Bruinsma , Luuk Collou, 2023-10-05 These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA. |
cyber security training games: Sigcse '18 Tiffany Barnes, 2018-02-21 SIGCSE '18: The 49th ACM Technical Symposium on Computing Science Education Feb 21, 2018-Feb 24, 2018 Baltimore, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl. |
cyber security training games: Games and Learning Alliance Iza Marfisi-Schottman, Francesco Bellotti, Ludovic Hamon, Roland Klemke, 2020-12-02 This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies. |
cyber security training games: Cybersecurity For Dummies Joseph Steinberg, 2019-10-15 Protect your business and family against cyber attacks Cybersecurity is the protection against the unauthorized or criminal use of electronic data and the practice of ensuring the integrity, confidentiality, and availability of information. Being cyber-secure means that a person or organization has both protected itself against attacks by cyber criminals and other online scoundrels, and ensured that it has the ability to recover if it is attacked. If keeping your business or your family safe from cybersecurity threats is on your to-do list, Cybersecurity For Dummies will introduce you to the basics of becoming cyber-secure! You’ll learn what threats exist, and how to identify, protect against, detect, and respond to these threats, as well as how to recover if you have been breached! The who and why of cybersecurity threats Basic cybersecurity concepts What to do to be cyber-secure Cybersecurity careers What to think about to stay cybersecure in the future Now is the time to identify vulnerabilities that may make you a victim of cyber-crime — and to defend yourself before it is too late. |
cyber security training games: Building a Cybersecurity Culture in Organizations Isabella Corradini, 2020-04-29 This book offers a practice-oriented guide to developing an effective cybersecurity culture in organizations. It provides a psychosocial perspective on common cyberthreats affecting organizations, and presents practical solutions for leveraging employees’ attitudes and behaviours in order to improve security. Cybersecurity, as well as the solutions used to achieve it, has largely been associated with technologies. In contrast, this book argues that cybersecurity begins with improving the connections between people and digital technologies. By presenting a comprehensive analysis of the current cybersecurity landscape, the author discusses, based on literature and her personal experience, human weaknesses in relation to security and the advantages of pursuing a holistic approach to cybersecurity, and suggests how to develop cybersecurity culture in practice. Organizations can improve their cyber resilience by adequately training their staff. Accordingly, the book also describes a set of training methods and tools. Further, ongoing education programmes and effective communication within organizations are considered, showing that they can become key drivers for successful cybersecurity awareness initiatives. When properly trained and actively involved, human beings can become the true first line of defence for every organization. |
cyber security training games: Building an Information Security Awareness Program Bill Gardner, Valerie Thomas, 2014-08-12 The best defense against the increasing threat of social engineering attacks is Security Awareness Training to warn your organization's staff of the risk and educate them on how to protect your organization's data. Social engineering is not a new tactic, but Building an Security Awareness Program is the first book that shows you how to build a successful security awareness training program from the ground up. Building an Security Awareness Program provides you with a sound technical basis for developing a new training program. The book also tells you the best ways to garner management support for implementing the program. Author Bill Gardner is one of the founding members of the Security Awareness Training Framework. Here, he walks you through the process of developing an engaging and successful training program for your organization that will help you and your staff defend your systems, networks, mobile devices, and data. Forewords written by Dave Kennedy and Kevin Mitnick! - The most practical guide to setting up a Security Awareness training program in your organization - Real world examples show you how cyber criminals commit their crimes, and what you can do to keep you and your data safe - Learn how to propose a new program to management, and what the benefits are to staff and your company - Find out about various types of training, the best training cycle to use, metrics for success, and methods for building an engaging and successful program |
cyber security training games: E-Learning and Games Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles, 2017-10-11 This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game. |
cyber security training games: Games and Learning Alliance Manuel Gentile, Mario Allegra, Heinrich Söbke, 2019-01-31 This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018.The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches. |
cyber security training games: Game Theory and Machine Learning for Cyber Security Charles A. Kamhoua, Christopher D. Kiekintveld, Fei Fang, Quanyan Zhu, 2021-09-15 GAME THEORY AND MACHINE LEARNING FOR CYBER SECURITY Move beyond the foundations of machine learning and game theory in cyber security to the latest research in this cutting-edge field In Game Theory and Machine Learning for Cyber Security, a team of expert security researchers delivers a collection of central research contributions from both machine learning and game theory applicable to cybersecurity. The distinguished editors have included resources that address open research questions in game theory and machine learning applied to cyber security systems and examine the strengths and limitations of current game theoretic models for cyber security. Readers will explore the vulnerabilities of traditional machine learning algorithms and how they can be mitigated in an adversarial machine learning approach. The book offers a comprehensive suite of solutions to a broad range of technical issues in applying game theory and machine learning to solve cyber security challenges. Beginning with an introduction to foundational concepts in game theory, machine learning, cyber security, and cyber deception, the editors provide readers with resources that discuss the latest in hypergames, behavioral game theory, adversarial machine learning, generative adversarial networks, and multi-agent reinforcement learning. Readers will also enjoy: A thorough introduction to game theory for cyber deception, including scalable algorithms for identifying stealthy attackers in a game theoretic framework, honeypot allocation over attack graphs, and behavioral games for cyber deception An exploration of game theory for cyber security, including actionable game-theoretic adversarial intervention detection against advanced persistent threats Practical discussions of adversarial machine learning for cyber security, including adversarial machine learning in 5G security and machine learning-driven fault injection in cyber-physical systems In-depth examinations of generative models for cyber security Perfect for researchers, students, and experts in the fields of computer science and engineering, Game Theory and Machine Learning for Cyber Security is also an indispensable resource for industry professionals, military personnel, researchers, faculty, and students with an interest in cyber security. |
cyber security training games: Games and Learning Alliance Francesca de Rosa, Iza Marfisi Schottman, Jannicke Baalsrud Hauge, Francesco Bellotti, Pierpaolo Dondio, Margarida Romero, 2021-11-29 This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021. The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious Games Design.Chapters “Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame and “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. |
cyber security training games: Serious Games Bobbie Fletcher, Minhua Ma, Stefan Göbel, Jannicke Baalsrud Hauge, Tim Marsh, 2021-10-04 This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. Chapter Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. |
cyber security training games: Artificial Intelligence and Cybersecurity Tuomo Sipola, Tero Kokkonen, Mika Karjalainen, 2022-12-07 This book discusses artificial intelligence (AI) and cybersecurity from multiple points of view. The diverse chapters reveal modern trends and challenges related to the use of artificial intelligence when considering privacy, cyber-attacks and defense as well as applications from malware detection to radio signal intelligence. The chapters are contributed by an international team of renown researchers and professionals in the field of AI and cybersecurity. During the last few decades the rise of modern AI solutions that surpass humans in specific tasks has occurred. Moreover, these new technologies provide new methods of automating cybersecurity tasks. In addition to the privacy, ethics and cybersecurity concerns, the readers learn several new cutting edge applications of AI technologies. Researchers working in AI and cybersecurity as well as advanced level students studying computer science and electrical engineering with a focus on AI and Cybersecurity will find this book useful as a reference. Professionals working within these related fields will also want to purchase this book as a reference. |
cyber security training games: Human Aspects of Information Security and Assurance Steven Furnell, Nathan Clarke, 2023-07-25 This book constitutes the proceedings of the 17th IFIP WG 11.12 International Symposium on Human Aspects of Information Security and Assurance, HAISA 2023, held in Kent, United Kingdom, in July 2023. The 37 full papers presented in this volume were carefully reviewed and selected from 54 submissions. They are organized in the following topical sections: education and training; management, policy and skills; evolving threats and attacks; social-technical factors; and research methods. |
cyber security training games: Innovations in Cybersecurity Education Kevin Daimi, Guillermo Francia III, 2020-11-21 This book focuses on a wide range of innovations related to Cybersecurity Education which include: curriculum development, faculty and professional development, laboratory enhancements, community outreach, and student learning. The book includes topics such as: Network Security, Biometric Security, Data Security, Operating Systems Security, Security Countermeasures, Database Security, Cloud Computing Security, Industrial Control and Embedded Systems Security, Cryptography, and Hardware and Supply Chain Security. The book introduces the concepts, techniques, methods, approaches and trends needed by cybersecurity specialists and educators for keeping current their security knowledge. Further, it provides a glimpse of future directions where cybersecurity techniques, policies, applications, and theories are headed. The book is a rich collection of carefully selected and reviewed manuscripts written by diverse cybersecurity experts in the listed fields and edited by prominent cybersecurity researchers and specialists. |
cyber security training games: Emerging Trends in Intelligent Systems & Network Security Mohamed Ben Ahmed, Boudhir Anouar Abdelhakim, Bernadetta Kwintiana Ane, Didi Rosiyadi, 2022-08-31 This book covers selected research works presented at the fifth International Conference on Networking, Information Systems and Security (NISS 2022), organized by the Research Center for Data and Information Sciences at the National Research and Innovation Agency (BRIN), Republic of Indonesia, and Moroccan Mediterranean Association of Sciences and Sustainable Development, Morocco, during March 30–31, 2022, hosted in online mode in Bandung, Indonesia. Building on the successful history of the conference series in the recent four years, this book aims to present the paramount role of connecting researchers around the world to disseminate and share new ideas in intelligent information systems, cyber-security, and networking technologies. The 49 chapters presented in this book were carefully reviewed and selected from 115 submissions. They focus on delivering intelligent solutions through leveraging advanced information systems, networking, and security for competitive advantage and cost savings in modern industrial sectors as well as public, business, and education sectors. Authors are eminent academicians, scientists, researchers, and scholars in their respective fields from across the world. |
cyber security training games: Augmented Cognition. Human Cognition and Behavior Dylan D. Schmorrow, Cali M. Fidopiastis, 2020-07-10 This book constitutes the refereed proceedings of 14th International Conference on Augmented Cognition, AC 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in July 2020. The conference was planned to be held in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 21 papers presented in this volume were organized in topical sections as follows: cognitive modeling, perception, emotion and interaction; electroencephalography and BCI; and AI and augmented cognition. |
cyber security training games: Advances in Cybersecurity Management Kevin Daimi, Cathryn Peoples, 2021-06-15 This book concentrates on a wide range of advances related to IT cybersecurity management. The topics covered in this book include, among others, management techniques in security, IT risk management, the impact of technologies and techniques on security management, regulatory techniques and issues, surveillance technologies, security policies, security for protocol management, location management, GOS management, resource management, channel management, and mobility management. The authors also discuss digital contents copyright protection, system security management, network security management, security management in network equipment, storage area networks (SAN) management, information security management, government security policy, web penetration testing, security operations, and vulnerabilities management. The authors introduce the concepts, techniques, methods, approaches and trends needed by cybersecurity management specialists and educators for keeping current their cybersecurity management knowledge. Further, they provide a glimpse of future directions where cybersecurity management techniques, policies, applications, and theories are headed. The book is a rich collection of carefully selected and reviewed manuscripts written by diverse cybersecurity management experts in the listed fields and edited by prominent cybersecurity management researchers and specialists. |
cyber security training games: HCI in Games Xiaowen Fang, 2022-06-16 This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games. |
cyber security training games: ECGBL 2020 14th European Conference on Game-Based Learning Panagiotis Fotaris, 2020-09-24 These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK. |
cyber security training games: Security Technology, Disaster Recovery and Business Continuity Wai-chi Fang, Muhammad Khurram Khan, Kirk P. Arnett, Heau-jo Kang, Dominik Ślęzak, 2010-11-25 Welcome to the proceedings of the 2010 International Conferences on Security Te- nology (SecTech 2010), and Disaster Recovery and Business Continuity (DRBC 2010) – two of the partnering events of the Second International Mega-Conference on Future Generation Information Technology (FGIT 2010). SecTech and DRBC bring together researchers from academia and industry as well as practitioners to share ideas, problems and solutions relating to the multifaceted aspects of security and disaster recovery methodologies, including their links to c- putational sciences, mathematics and information technology. In total, 1,630 papers were submitted to FGIT 2010 from 30 countries, which - cludes 250 papers submitted to SecTech/DRBC 2010. The submitted papers went through a rigorous reviewing process: 395 of the 1,630 papers were accepted for FGIT 2010, while 57 papers were accepted for SecTech/DRBC 2010. Of the 250 papers 10 were selected for the special FGIT 2010 volume published by Springer in the LNCS series. 34 papers are published in this volume, and 13 papers were wi- drawn due to technical reasons. We would like to acknowledge the great effort of the SecTech/DRBC 2010 Int- national Advisory Boards and members of the International Program Committees, as well as all the organizations and individuals who supported the idea of publishing this volume of proceedings, including SERSC and Springer. Also, the success of these two conferences would not have been possible without the huge support from our sponsors and the work of the Chairs and Organizing Committee. |
cyber security training games: Critical Information Infrastructures Security Christos G. Panayiotou, Georgios Ellinas, Elias Kyriakides, Marios M. Polycarpou, 2016-03-24 This book constitutes revised selected papers from the 9th International Conference on Critical Information Infrastructures Security, CRITIS 2014, held in Limassol, Cyprus, in October 2014. The 20 full and 19 short papers presented in this volume were carefully reviewed and selected from 74 submissions. They are organized in topical sections named: cyber-physical systems and sensor networks; security of water systems; power and energy system security; security and recovery policies, cyber security; and security tools and protocols. |
cyber security training games: ECGBL 2018 12th European Conference on Game-Based Learning Dr Melanie Ciussi, 2018-10-04 |
cyber security training games: Entertainment Computing – ICEC 2023 Paolo Ciancarini, Angelo Di Iorio, Helmut Hlavacs, Francesco Poggi, 2023-12-15 This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. . |
cyber security training games: Evidence-Based Cybersecurity Pierre-Luc Pomerleau, David Maimon, 2022-06-23 The prevalence of cyber-dependent crimes and illegal activities that can only be performed using a computer, computer networks, or other forms of information communication technology has significantly increased during the last two decades in the USA and worldwide. As a result, cybersecurity scholars and practitioners have developed various tools and policies to reduce individuals' and organizations' risk of experiencing cyber-dependent crimes. However, although cybersecurity research and tools production efforts have increased substantially, very little attention has been devoted to identifying potential comprehensive interventions that consider both human and technical aspects of the local ecology within which these crimes emerge and persist. Moreover, it appears that rigorous scientific assessments of these technologies and policies in the wild have been dismissed in the process of encouraging innovation and marketing. Consequently, governmental organizations, public, and private companies allocate a considerable portion of their operations budgets to protecting their computer and internet infrastructures without understanding the effectiveness of various tools and policies in reducing the myriad of risks they face. Unfortunately, this practice may complicate organizational workflows and increase costs for government entities, businesses, and consumers. The success of the evidence-based approach in improving performance in a wide range of professions (for example, medicine, policing, and education) leads us to believe that an evidence-based cybersecurity approach is critical for improving cybersecurity efforts. This book seeks to explain the foundation of the evidence-based cybersecurity approach, review its relevance in the context of existing security tools and policies, and provide concrete examples of how adopting this approach could improve cybersecurity operations and guide policymakers' decision-making process. The evidence-based cybersecurity approach explained aims to support security professionals', policymakers', and individual computer users' decision-making regarding the deployment of security policies and tools by calling for rigorous scientific investigations of the effectiveness of these policies and mechanisms in achieving their goals to protect critical assets. This book illustrates how this approach provides an ideal framework for conceptualizing an interdisciplinary problem like cybersecurity because it stresses moving beyond decision-makers' political, financial, social, and personal experience backgrounds when adopting cybersecurity tools and policies. This approach is also a model in which policy decisions are made based on scientific research findings. |
cyber security training games: Human Aspects of Information Security and Assurance Nathan Clarke, Steven Furnell, 2022-07-21 This book constitutes the proceedings of the 16th IFIP WG 11.12 International Symposium on Human Aspects of Information Security and Assurance, HAISA 2022, held in Mytilene, Lesbos, Greece, in July 2022. The 25 papers presented in this volume were carefully reviewed and selected from 30 submissions. They are organized in the following topical sections: cyber security education and training; cyber security culture; privacy; and cyber security management. |
cyber security training games: Design Computing and Cognition’20 John S. Gero, 2022-02-24 The papers in this volume are from the Ninth International Conference on Design Computing and Cognition (DCC’20) held virtually at the Georgia Institute of Technology, Atlanta, USA. They represent the state-of-the-art of research and development in design computing and design cognition including the increasingly active area of design cognitive neuroscience. They are of particular interest to design researchers, developers and users of advanced computation in designing as well as to design educators. This volume contains knowledge about the cognitive behavior of designers, which is valuable for those who need to gain a better understanding of designing. |
cyber security training games: Cyber Warfare and Terrorism: Concepts, Methodologies, Tools, and Applications Management Association, Information Resources, 2020-03-06 Through the rise of big data and the internet of things, terrorist organizations have been freed from geographic and logistical confines and now have more power than ever before to strike the average citizen directly at home. This, coupled with the inherently asymmetrical nature of cyberwarfare, which grants great advantage to the attacker, has created an unprecedented national security risk that both governments and their citizens are woefully ill-prepared to face. Examining cyber warfare and terrorism through a critical and academic perspective can lead to a better understanding of its foundations and implications. Cyber Warfare and Terrorism: Concepts, Methodologies, Tools, and Applications is an essential reference for the latest research on the utilization of online tools by terrorist organizations to communicate with and recruit potential extremists and examines effective countermeasures employed by law enforcement agencies to defend against such threats. Highlighting a range of topics such as cyber threats, digital intelligence, and counterterrorism, this multi-volume book is ideally designed for law enforcement, government officials, lawmakers, security analysts, IT specialists, software developers, intelligence and security practitioners, students, educators, and researchers. |
cyber security training games: 11th European Conference on Social Media Dr Panagiotis Fotaris, 2024-05-30 These proceedings represent the work of contributors to the 11th European Conference on Social Media (ECSM 2024), hosted by the University of Brighton, UK on 30-31 May 2024. The Conference and Programme Chair is Dr Panagiotis Fotaris from the University of Brighton. ECSM is now a well-established event on the academic research calendar and now in its 11th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. |
cyber security training games: Handbook of Research on Current Trends in Cybersecurity and Educational Technology Jimenez, Remberto, O'Neill, Veronica E., 2023-02-17 There has been an increased use of technology in educational settings since the start of the COVID-19 pandemic. Despite the benefits of including such technologies to support education, there is still the need for vigilance to counter the inherent risk that comes with the use of such technologies as the protection of students and their information is paramount to the effective deployment of any technology in education. The Handbook of Research on Current Trends in Cybersecurity and Educational Technology explores the full spectrum of cybersecurity and educational technology today and brings awareness to the recent developments and use cases for emergent educational technology. Covering key topics such as artificial intelligence, gamification, robotics, and online learning, this premier reference source is ideal for computer scientists, industry professionals, policymakers, administrators, researchers, academicians, scholars, practitioners, instructors, and students. |
cyber security training games: Assessing and Responding to the Growth of Computer Science Undergraduate Enrollments National Academies of Sciences, Engineering, and Medicine, Division on Engineering and Physical Sciences, Computer Science and Telecommunications Board, Policy and Global Affairs, Board on Higher Education and Workforce, Committee on the Growth of Computer Science Undergraduate Enrollments, 2018-04-28 The field of computer science (CS) is currently experiencing a surge in undergraduate degree production and course enrollments, which is straining program resources at many institutions and causing concern among faculty and administrators about how best to respond to the rapidly growing demand. There is also significant interest about what this growth will mean for the future of CS programs, the role of computer science in academic institutions, the field as a whole, and U.S. society more broadly. Assessing and Responding to the Growth of Computer Science Undergraduate Enrollments seeks to provide a better understanding of the current trends in computing enrollments in the context of past trends. It examines drivers of the current enrollment surge, relationships between the surge and current and potential gains in diversity in the field, and the potential impacts of responses to the increased demand for computing in higher education, and it considers the likely effects of those responses on students, faculty, and institutions. This report provides recommendations for what institutions of higher education, government agencies, and the private sector can do to respond to the surge and plan for a strong and sustainable future for the field of CS in general, the health of the institutions of higher education, and the prosperity of the nation. |
cyber security training games: ICCWS 2020 15th International Conference on Cyber Warfare and Security Prof. Brian K. Payne , Prof. Hongyi Wu, 2020-03-12 |
cyber security training games: Moving Target Defense Sushil Jajodia, Anup K. Ghosh, Vipin Swarup, Cliff Wang, X. Sean Wang, 2011-08-26 Moving Target Defense: Creating Asymmetric Uncertainty for Cyber Threats was developed by a group of leading researchers. It describes the fundamental challenges facing the research community and identifies new promising solution paths. Moving Target Defense which is motivated by the asymmetric costs borne by cyber defenders takes an advantage afforded to attackers and reverses it to advantage defenders. Moving Target Defense is enabled by technical trends in recent years, including virtualization and workload migration on commodity systems, widespread and redundant network connectivity, instruction set and address space layout randomization, just-in-time compilers, among other techniques. However, many challenging research problems remain to be solved, such as the security of virtualization infrastructures, secure and resilient techniques to move systems within a virtualized environment, automatic diversification techniques, automated ways to dynamically change and manage the configurations of systems and networks, quantification of security improvement, potential degradation and more. Moving Target Defense: Creating Asymmetric Uncertainty for Cyber Threats is designed for advanced -level students and researchers focused on computer science, and as a secondary text book or reference. Professionals working in this field will also find this book valuable. |
cyber security training games: 19th International Conference on Cyber Warfare and Security Prof Brett van Niekerk , 2024-03-25 These proceedings represent the work of contributors to the 19th International Conference on Cyber Warfare and Security (ICCWS 2024), hosted University of Johannesburg, South Africa on 26-27 March 2024. The Conference Chair was Dr. Jaco du Toit, University of Johannesburg, South Africa, and the Program Chair was Prof Brett van Niekerk, from Durban University of Technology. South Africa. ICCWS is a well-established event on the academic research calendar and now in its 19th year, the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered this year illustrate the wide range of topics that fall into this important and ever-growing area of research. |
cyber security training games: Proceedings of the International Conference on Cognitive and Intelligent Computing Amit Kumar, Gheorghita Ghinea, Suresh Merugu, Takako Hashimoto, 2023-01-01 This book presents original, peer-reviewed select articles from the International Conference on Cognitive & Intelligent Computing (ICCIC – 2021), held on December 11–12, 2021, at Hyderabad, India. The proceedings has cutting edge Research outcome related to Machine learning in control applications, Soft computing, Pattern Recognition, Decision Support Systems, Text analytics and NLP, Statistical Learning, Neural Network Learning, Learning Through Fuzzy Logic, Learning Through Evolution (Evolutionary Algorithms), Reinforcement Learning, Multi-Strategy Learning, Cooperative Learning, Planning And Learning, Multi-Agent Learning, Online And Incremental Learning, Scalability Of Learning Algorithms, Inductive Learning, Inductive Logic Programming, Bayesian Networks, Support Vector Machines, Case-Based Reasoning, Multi-Agent Systems, Human–Computer Interaction, Data Mining and Knowledge Discovery, Knowledge Management and Networks, Data Intensive Computing Architecture, Medicine, Health, Bioinformatics, and Systems Biology, Industrial and Engineering Applications, Security Applications, Smart Cities, Game Playing and Problem Solving, Intelligent Virtual Environments, Economics, Business, And Forecasting Applications. Articles in the book are carefully selected on the basis of their application orientation. The content is expected to be especially useful for Professionals, Researchers, Research students working in the area of cognitive and intelligent computing. |
What is Cybersecurity? | CISA
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What is Cybersecurity? | CISA
Feb 1, 2021 · What is cybersecurity? Cybersecurity is the art of protecting networks, devices, and data from unauthorized access or criminal use and the practice of ensuring confidentiality, …
Cyber Threats and Advisories | Cybersecurity and Infrastructure
Apr 11, 2023 · By preventing attacks or mitigating the spread of an attack as quickly as possible, cyber threat actors lose their power. CISA diligently tracks and shares information about the …
Cybersecurity Best Practices | Cybersecurity and Infrastructure
May 6, 2025 · CISA provides information on cybersecurity best practices to help individuals and organizations implement preventative measures and manage cyber risks.
CISA Cybersecurity Awareness Program
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Russian Military Cyber Actors Target US and Global Critical ...
Sep 5, 2024 · Summary The Federal Bureau of Investigation (FBI), Cybersecurity and Infrastructure Security Agency (CISA), and National Security Agency (NSA) assess that cyber …
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May 2, 2024 · Protecting the cyber space is an essential aspect of business operations and must be integrated at all levels. CISA’s Role CISA offers tools, services, resources, and current …
Cybersecurity | Homeland Security
May 5, 2025 · Cybersecurity and Infrastructure Security Agency (CISA) The Cybersecurity and Infrastructure Security Agency (CISA) leads the national effort to understand, manage, and …
Free Cybersecurity Services & Tools | CISA
What's Included CISA's no-cost, in-house cybersecurity services designed to help individuals and organizations build and maintain a robust and resilient cyber framework. An extensive …
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