Emotional Analysis of Learning Cybersecurity with Games

Maria Valero, Lei Li, H. Shahriar, Shahriar Sobhan, M. Handlin, Jinghua Zhang
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Abstract

The constant rise of cyber-attacks poses an increasing demand for more qualified people with cybersecurity knowledge. Games have emerged as a well-fitted technology to engage users in learning processes. In this paper, we analyze the emotional parameters of people while learning cybersecurity through computer games. The data are gathered using a noninvasive Brain-Computer Interface (BCI) to study the signals directly from the users’ brains. We analyze six performance metrics (engagement, focus, excitement, stress, relaxation, and interest) of 12 users while playing computer games to measure the effectiveness of the games to attract the attention of the participants. Results show participants were more engaged with parts of the games that are more interactive instead of those that present text to read and type.
游戏学习网络安全的情感分析
网络攻击不断增加,对具备网络安全知识的高素质人才的需求日益增加。游戏已经成为一种非常适合让用户参与学习过程的技术。本文分析了人们通过电脑游戏学习网络安全时的情绪参数。数据是通过无创脑机接口(BCI)收集的,以研究直接来自用户大脑的信号。我们分析了12名用户在玩电脑游戏时的6个表现指标(参与度、专注度、兴奋度、压力、放松度和兴趣),以衡量游戏吸引参与者注意力的有效性。结果显示,比起那些需要阅读和打字的文本,参与者更喜欢那些互动性更强的部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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