Maria Valero, Lei Li, H. Shahriar, Shahriar Sobhan, M. Handlin, Jinghua Zhang
{"title":"Emotional Analysis of Learning Cybersecurity with Games","authors":"Maria Valero, Lei Li, H. Shahriar, Shahriar Sobhan, M. Handlin, Jinghua Zhang","doi":"10.1109/ISI53945.2021.9624680","DOIUrl":null,"url":null,"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.","PeriodicalId":347770,"journal":{"name":"2021 IEEE International Conference on Intelligence and Security Informatics (ISI)","volume":"60 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE International Conference on Intelligence and Security Informatics (ISI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISI53945.2021.9624680","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.