黑客房间:探索增强现实游戏在网络安全教学中的潜力

Mikko Korkiakoski, Anssi Antila, Jouni Annamaa, Saeid Sheikhi, Paula Alavesa, Panos Kostakos
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摘要

有必要为初学者和有经验的网络安全学生创造新的教育途径。最近,像“夺旗”(CTF)这样的道德黑客游戏化平台越来越受欢迎,为新手提供娱乐和吸引人的材料,鼓励发展进攻和防御网络安全技能。然而,用于开发网络安全技能的增强现实(AR)应用仍然是一个未开发的资源。本研究旨在探讨增强现实中的CTF游戏是否可以提高信息安全的学习能力,并提高安全态势感知(SA)。特别是,我们研究了AR游戏化如何影响道德黑客任务背景下的培训和整体体验。为此,我们开发了一款基于unity的道德黑客游戏,让参与者完成ctf风格的目标。该游戏要求玩家执行基本的Linux终端命令,例如列出文件夹中的文件和读取存储在虚拟机中的数据。每个游戏环节持续20分钟,由三个目标组成。可以通过修改虚拟机来改变游戏或使其更具挑战性。在试验中,我们将6个人分为两组进行游戏测试:专家组(N=3)和新手组(N=3)。给专家小组的问卷检查了他们在游戏中的情景认知能力,而给新手小组的问卷则测量了他们在游戏中所做的某些事情的学习和记忆。在本文中,我们讨论了我们的观察从飞行员。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hack the Room: Exploring the potential of an augmented reality game for teaching cyber security
There is a need for creating new educational paths for beginners as well as experienced students for cyber security. Recently, ethical hacking gamification platforms like Capture the Flag (CTF) have grown in popularity, providing newcomers with entertaining and engaging material that encourages the development of offensive and defensive cyber security skills. However, augmented reality (AR) applications for the development of cyber security skills remain mostly an untapped resource. The purpose of this work-in-progress study is to investigate whether CTF games in AR might improve learning in information security and increase security situational awareness (SA). In particular, we investigate how AR gamification influences training and overall experience in the context of ethical hacking tasks. To do this, we developed a Unity-based ethical hacking game in which participants complete CTF-style objectives. The game requires the player to execute basic Linux terminal commands, such as listing files in folders and reading data stored on virtual machines. Each gameplay session lasts up to twenty minutes and consists of three objectives. The game may be altered or made more challenging by modifying the virtual machines. In a pilot, our game was tested with six individuals separated into two groups: an expert group (N=3) and a novice group (N=3). The questionnaire given to the expert group examined their SA during the game, whereas the questionnaire administered to the novice group measured learning and remembering certain things they did in the game. In this paper we discuss our observations from the pilot.
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