Cybersecurity Awareness Platform with Virtual Coach and Automated Challenge Assessment

Author:

Gasiba TiagoORCID,Lechner UlrikeORCID,Pinto-Albuquerque MariaORCID,Porwal AnmoalORCID

Publisher

Springer International Publishing

Reference23 articles.

1. Brisson, A., et al.: Artificial intelligence and personalization opportunities for serious games. In: 8th Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 51–57 (October 2012)

2. Davis, A., Leek, T., Zhivich, M., Gwinnup, K., Leonard, W.: The fun and future of CTF. In: 2014 USENIX Summit on Gaming, Games, and Gamification in Security Education, 3GSE 2014, pp. 1–9 (2014). https://www.usenix.org/conference/3gse14/summit-program/presentation/davis

3. Dobrovsky, A., Borghoff, U.M., Hofmann, M.: An approach to interactive deep reinforcement learning for serious games. In: 2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), pp. 85–90. IEEE (2016)

4. Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (eds.): Serious Games. Foundations, Concepts and Practice, vol. 1, p. 421. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-40612-1

5. Frey, S., Rashid, A., Anthonysamy, P., Pinto-Albuquerque, M., Naqvi, S.A.: The good, the bad and the ugly: a study of security decisions in a cyber-physical systems game. IEEE Trans. Softw. Eng. 45(5), 521–536 (2019)

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