Přehled o publikaci
2019
Visual Feedback for Players of Multi-Level Capture the Flag Games: Field Usability Study
OŠLEJŠEK, Radek; Vít RUSŇÁK; Karolína BURSKÁ; Valdemar ŠVÁBENSKÝ; Jan VYKOPAL et al.Základní údaje
Originální název
Visual Feedback for Players of Multi-Level Capture the Flag Games: Field Usability Study
Autoři
OŠLEJŠEK, Radek; Vít RUSŇÁK; Karolína BURSKÁ; Valdemar ŠVÁBENSKÝ a Jan VYKOPAL
Vydání
Vancouver, BC, Canada, 2019 IEEE Symposium on Visualization for Cyber Security (VizSec), od s. 1-11, 11 s. 2019
Nakladatel
IEEE
Další údaje
Jazyk
angličtina
Typ výsledku
Stať ve sborníku
Stát vydavatele
Kanada
Utajení
není předmětem státního či obchodního tajemství
Forma vydání
elektronická verze "online"
Označené pro přenos do RIV
Ano
Kód RIV
RIV/00216224:14330/19:00115069
Organizace
Fakulta informatiky – Masarykova univerzita – Repozitář
ISBN
978-1-7281-3876-3
UT WoS
EID Scopus
Klíčová slova anglicky
cybersecurity training; capture the flag games; visual feedback; trainees
Návaznosti
EF16_019/0000822, projekt VaV. MUNI/A/1145/2018, interní kód Repo.
Změněno: 4. 10. 2022 03:26, RNDr. Daniel Jakubík
Anotace
V originále
Capture the Flag games represent a popular method of cybersecurity training. Providing meaningful insight into the training progress is essential for increasing learning impact and supporting participants' motivation, especially in advanced hands-on courses. In this paper, we investigate how to provide valuable post-game feedback to players of serious cybersecurity games through interactive visualizations. In collaboration with domain experts, we formulated user requirements that cover three cognitive perspectives: gameplay overview, person-centric view, and comparative feedback. Based on these requirements, we designed two interactive visualizations that provide complementary views on game results. They combine a known clustering and time-based visual approaches to show game results in a way that is easy to decode for players. The purposefulness of our visual feedback was evaluated in a usability field study with attendees of the Summer School in Cyber Security. The evaluation confirmed the adequacy of the two visualizations for instant post-game feedback. Despite our initial expectations, there was no strong preference for neither of the visualizations in solving different tasks.