Immersive and authentic learning environments to mitigate security vulnerabilities in networked game devices

Walter W. Ridgewell, Vive Kumar, Kinshuk

Research output: Chapter in Book/Report/Conference proceedingPublished Conference contributionpeer-review

2 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationProceedings - 2013 International Conference on Signal-Image Technology and Internet-Based Systems, SITIS 2013
Pages1042-1048
Number of pages7
DOIs
Publication statusPublished - 2013
Event2013 9th International Conference on Signal-Image Technology and Internet-Based Systems, SITIS 2013 - Kyoto, Japan
Duration: 2 Dec. 20135 Dec. 2013

Publication series

NameProceedings - 2013 International Conference on Signal-Image Technology and Internet-Based Systems, SITIS 2013

Conference

Conference2013 9th International Conference on Signal-Image Technology and Internet-Based Systems, SITIS 2013
Country/TerritoryJapan
CityKyoto
Period2/12/135/12/13

Keywords

  • Game console
  • Gaming
  • Immersive learning
  • Teaching security risks
  • Virtual world

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