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CyberVR: An Interactive Learning Experience in Virtual Reality for Cybersecurity Related Issues

Published: 02 October 2020 Publication History

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.

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Cited By

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  • (2024)CyberEduPlatform: an educational tool to improve cybersecurity through anomaly detection with Artificial IntelligencePeerJ Computer Science10.7717/peerj-cs.204110(e2041)Online publication date: 14-Jun-2024
  • (2024)You Hacked My Program! Teaching Cybersecurity using Game-based LearningProceedings of the 26th Western Canadian Conference on Computing Education10.1145/3660650.3660672(1-7)Online publication date: 2-May-2024
  • (2024)Revolutionizing Cybersecurity Training: An Empirical Study on the Relationship Between Traditional Methods and Interest in Virtual Reality Modules2024 2nd International Conference on Intelligent Metaverse Technologies & Applications (iMETA)10.1109/iMETA62882.2024.10807914(222-237)Online publication date: 26-Nov-2024
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cover image ACM Other conferences
AVI '20: Proceedings of the 2020 International Conference on Advanced Visual Interfaces
September 2020
613 pages
ISBN:9781450375351
DOI:10.1145/3399715
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2020

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Author Tags

  1. Cybersecurity
  2. Educational game
  3. Game-based learning

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  • Research-article
  • Research
  • Refereed limited

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AVI '20
AVI '20: International Conference on Advanced Visual Interfaces
September 28 - October 2, 2020
Salerno, Italy

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AVI '20 Paper Acceptance Rate 36 of 123 submissions, 29%;
Overall Acceptance Rate 128 of 490 submissions, 26%

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Cited By

View all
  • (2024)CyberEduPlatform: an educational tool to improve cybersecurity through anomaly detection with Artificial IntelligencePeerJ Computer Science10.7717/peerj-cs.204110(e2041)Online publication date: 14-Jun-2024
  • (2024)You Hacked My Program! Teaching Cybersecurity using Game-based LearningProceedings of the 26th Western Canadian Conference on Computing Education10.1145/3660650.3660672(1-7)Online publication date: 2-May-2024
  • (2024)Revolutionizing Cybersecurity Training: An Empirical Study on the Relationship Between Traditional Methods and Interest in Virtual Reality Modules2024 2nd International Conference on Intelligent Metaverse Technologies & Applications (iMETA)10.1109/iMETA62882.2024.10807914(222-237)Online publication date: 26-Nov-2024
  • (2024)Evaluating QoE in Collaborative Co-Located Training Using Heterogeneous AR Devices2024 16th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX61742.2024.10598270(300-306)Online publication date: 18-Jun-2024
  • (2024)Enhancing Cybersecurity with Extended Reality: A Systematic ReviewJournal of Computer Information Systems10.1080/08874417.2024.2367523(1-15)Online publication date: 2-Jul-2024
  • (2024)A systematic review of current cybersecurity training methodsComputers and Security10.1016/j.cose.2023.103585136:COnline publication date: 1-Feb-2024
  • (2024)Virtual vs. Traditional Learning in Higher Education: A Systematic Review of Comparative StudiesComputers & Education10.1016/j.compedu.2024.105214(105214)Online publication date: Dec-2024
  • (2024)myREACH: a serious game for measuring security awareness about ransomwareMultimedia Tools and Applications10.1007/s11042-024-19341-2Online publication date: 11-May-2024
  • (2024)Security and privacy in virtual reality: a literature surveyVirtual Reality10.1007/s10055-024-01079-929:1Online publication date: 20-Dec-2024
  • (2024)Digital Twins and Extended Reality for Tailoring Better Adapted Cybersecurity Trainings in Critical InfrastructuresAugmented Cognition10.1007/978-3-031-61569-6_15(233-252)Online publication date: 1-Jun-2024
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