OŠLEJŠEK, Radek, Vít RUSŇÁK, Karolína BURSKÁ, Valdemar ŠVÁBENSKÝ and Jan VYKOPAL. Visual Feedback for Players of Multi-Level Capture the Flag Games: Field Usability Study. Online. In 2019 IEEE Symposium on Visualization for Cyber Security (VizSec). Vancouver, BC, Canada: IEEE, 2019, p. 1-11. ISBN 978-1-7281-3876-3. Available from: https://dx.doi.org/10.1109/VizSec48167.2019.9161386.
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Basic information
Original name Visual Feedback for Players of Multi-Level Capture the Flag Games: Field Usability Study
Authors OŠLEJŠEK, Radek (203 Czech Republic, guarantor, belonging to the institution), Vít RUSŇÁK (203 Czech Republic, belonging to the institution), Karolína BURSKÁ (203 Czech Republic, belonging to the institution), Valdemar ŠVÁBENSKÝ (703 Slovakia, belonging to the institution) and Jan VYKOPAL (203 Czech Republic, belonging to the institution).
Edition Vancouver, BC, Canada, 2019 IEEE Symposium on Visualization for Cyber Security (VizSec), p. 1-11, 11 pp. 2019.
Publisher IEEE
Other information
Original language English
Type of outcome Proceedings paper
Country of publisher Canada
Confidentiality degree is not subject to a state or trade secret
Publication form electronic version available online
WWW URL URL
RIV identification code RIV/00216224:14330/19:00115069
Organization Fakulta informatiky – Repository – Repository
ISBN 978-1-7281-3876-3
Doi http://dx.doi.org/10.1109/VizSec48167.2019.9161386
UT WoS 000792443000001
Keywords in English cybersecurity training; capture the flag games; visual feedback; trainees
Links EF16_019/0000822, research and development project. MUNI/A/1145/2018, interní kód Repo.
Changed by Changed by: RNDr. Daniel Jakubík, učo 139797. Changed: 4/10/2022 03:26.
Abstract
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.
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