Silvestro V. Veneruso, Lauren S. Ferro, Andrea Marrella, Massimo Mecella, Tiziana Catarci
{"title":"CyberVR","authors":"Silvestro V. Veneruso, Lauren S. Ferro, Andrea Marrella, Massimo Mecella, Tiziana Catarci","doi":"10.1145/3399715.3399860","DOIUrl":null,"url":null,"abstract":"The use of videogames has become an established tool to educate users about various topics. Videogames can promote challenges, co-operation, engagement, motivation, and the development of problem-solving strategies, which are all aspects with an important educational potential. In this paper, we present the design and realization of CyberVR, a Virtual Reality (VR) videogame that acts as an interactive learning experience to improve the user awareness of cybersecurity-related issues. We report the results of a user study showing that CyberVR is equally effective but more engaging as learning method toward cybersecurity education than traditional textbook learning.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the International Conference on Advanced Visual Interfaces","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3399715.3399860","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 12
Abstract
The use of videogames has become an established tool to educate users about various topics. Videogames can promote challenges, co-operation, engagement, motivation, and the development of problem-solving strategies, which are all aspects with an important educational potential. In this paper, we present the design and realization of CyberVR, a Virtual Reality (VR) videogame that acts as an interactive learning experience to improve the user awareness of cybersecurity-related issues. We report the results of a user study showing that CyberVR is equally effective but more engaging as learning method toward cybersecurity education than traditional textbook learning.