TY - GEN
T1 - Immersive and authentic learning environments to mitigate security vulnerabilities in networked game devices
AU - Ridgewell, Walter W.
AU - Kumar, Vive
AU - Kinshuk,
PY - 2013
Y1 - 2013
N2 - Growing numbers of consumer entertainment devices such as game consoles and other portable game devices are seeing increased utilization as Internet As such these devices do face the same online threats experienced by other more familiar networked devices such as personal computers, either directed or indirect. Unlike mature personal computing devices, few, if any, software applications exist to provide an indication of attack or compromise of these devices by malicious software or users. Utilizing the same analysis and penetration testing methodologies as networked personal computing devices, the potential for exploitation is examined. The results from this research forms the framework of a 3D immersive game designed to educate the networked game device user about the potential security risks. In the context of a game content taxonomy, a potential mitigation technique is demonstrated utilizing an immersive virtual world game environment in which the player learns about these threats and ways to protect themselves.
AB - Growing numbers of consumer entertainment devices such as game consoles and other portable game devices are seeing increased utilization as Internet As such these devices do face the same online threats experienced by other more familiar networked devices such as personal computers, either directed or indirect. Unlike mature personal computing devices, few, if any, software applications exist to provide an indication of attack or compromise of these devices by malicious software or users. Utilizing the same analysis and penetration testing methodologies as networked personal computing devices, the potential for exploitation is examined. The results from this research forms the framework of a 3D immersive game designed to educate the networked game device user about the potential security risks. In the context of a game content taxonomy, a potential mitigation technique is demonstrated utilizing an immersive virtual world game environment in which the player learns about these threats and ways to protect themselves.
KW - Game console
KW - Gaming
KW - Immersive learning
KW - Teaching security risks
KW - Virtual world
UR - http://www.scopus.com/inward/record.url?scp=84894131241&partnerID=8YFLogxK
U2 - 10.1109/SITIS.2013.168
DO - 10.1109/SITIS.2013.168
M3 - Published Conference contribution
AN - SCOPUS:84894131241
SN - 9781479932115
T3 - Proceedings - 2013 International Conference on Signal-Image Technology and Internet-Based Systems, SITIS 2013
SP - 1042
EP - 1048
BT - Proceedings - 2013 International Conference on Signal-Image Technology and Internet-Based Systems, SITIS 2013
T2 - 2013 9th International Conference on Signal-Image Technology and Internet-Based Systems, SITIS 2013
Y2 - 2 December 2013 through 5 December 2013
ER -