Exploring Cybersecurity Education and Training Techniques: A Comprehensive Review of Traditional, Virtual Reality, and Augmented Reality Approaches
Abstract
:1. Introduction
- We conducted a systematic literature review that covers almost all existing literature on cybersecurity training approaches.
- We carried out a well-defined approach for searching articles, inclusion/exclusion, and data extraction while avoiding any possible bias.
- We performed a detailed analysis of the conventional, VR, and AR cybersecurity training techniques.
1.1. Research Goals
- RQ1: What are the traditional cybersecurity training techniques?
- RQ2: What are the main issues with traditional cybersecurity training techniques?
- RQ3: What are the current trends in cybersecurity training techniques?
- RQ4: What are the main challenges of AR and VR-based cybersecurity training techniques?
1.2. Contribution and Layout
- We conducted an SLR in the area of cybersecurity education training and identified 66 primary studies out of 150 relevant articles (see Appendix A).
- We classified these articles based on different conventional cybersecurity education techniques and discussed their pros and cons.
- We also identified and discussed state-of-the-art recent VR and AR-based cybersecurity training systems.
- We identified various issues associated with the implementation of recent VR and AR-based cybersecurity training approaches.
2. Research Methodology
2.1. Research Article Search Strategy
2.2. Article Selection Criteria
- The articles were specific to cybersecurity training techniques.
- The papers were specific to traditional, VR-, AR-, or XR-based cybersecurity training methods.
- We included articles that were peer-reviewed and written in English.
- We included recent versions of studies.
- We excluded duplicate articles.
3. Results
3.1. RQ1: Traditional Cybersecurity Training Techniques
3.1.1. Lecture-Based Training
3.1.2. Text-Based Training
3.1.3. Video-Based Training
3.1.4. Web-Based Training
3.1.5. Combined Cybersecurity Training
3.1.6. Simulation Training
3.1.7. Cyber Ranges
3.1.8. Virtual Environments
3.1.9. Game-Based Training
3.2. RQ2: Main Issues with Traditional Cybersecurity Training Methods
3.2.1. Personal and Economic Issues
3.2.2. Time Constraints
3.2.3. Lack of a Realistic and Dynamic View of Attacks
3.2.4. Lack of Effective Training
3.3. RQ3: Current Trends in Cybersecurity Training
Context-Aware Cybersecurity Training Systems
3.4. RQ4: AR and VR in Cybersecurity Education: Challenges and Limitations
3.4.1. Technical Challenges
3.4.2. Cost and Accessibility Challenges
3.4.3. Ethical and Risk Considerations
3.4.4. User Comfort
3.4.5. Interoperability and Standardization Problems
3.4.6. Global Challenges, Policies, and Standardizations
4. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Appendix A
Reference | Description |
---|---|
[28] | Sadeh-Koniecpol, N.; Wescoe, K.; Brubaker, J.; Hong, J. Method and system for controlling context-aware cybersecurity training, 2016. US Patent 9,373,267. |
[29] | Fouché, S.; Mangle, A.H. Code hunt as platform for gamification of cybersecurity training. In Proceedings of the Proceedings of the 1st international workshop on code hunt workshop on educational software engineering, 2015, pp. 9–11. |
[30] | Abawajy, J. User preference of cyber security awareness delivery methods. Behaviour & Information Technology 2014, 33, 237–248. |
[31] | Wahsheh, L.A.; Mekonnen, B. Practical cyber security training exercises. In Proceedings of the 2019 International Conference on Computational Science and Computational Intelligence (CSCI). IEEE, 2019, pp. 48–53. |
[32] | Nguyen, T.A.; Pham, H. A design theory-based gamification approach for information security training. In Proceedings of the 2020 RIVF International Conference on Computing and Communication Technologies (RIVF). IEEE, 2020, pp. 1–4. |
[33] | Tschakert, K.F.; Ngamsuriyaroj, S. Effectiveness of and user preferences for security awareness training methodologies. Heliyon 2019, 5. |
[34] | Rana, S.; Alhamdani, W. Exploring the Need to Study the Efficacy of VR Training Compared to Traditional Cybersecurity Training. International Journal of Computer and Information Engineering 2021, 15, 10–17. |
[35] | Raman, R.; Lal, A.; Achuthan, K. Serious games based approach to cyber security concept learning: Indian context. In Proceedings of the 2014 International Conference on Green Computing Communication and Electrical Engineering (ICGCCEE). IEEE, 2014, pp. 1–5. |
[36] | Nagarajan, A.; Allbeck, J.M.; Sood, A.; Janssen, T.L. Exploring game design for cybersecurity training. In Proceedings of the 2012 IEEE International Conference on Cyber Technology in Automation, Control, and Intelligent Systems (CYBER). IEEE, 2012, pp. 256–262. |
[37] | Corradini, I.; Corradini, I. Training methods. Building a Cybersecurity Culture in Organizations: How to Bridge the Gap Between People and Digital Technology 2020, pp. 115–133. |
[38] | Jalali, M.S.; Siegel, M.; Madnick, S. Decision-making and biases in cybersecurity capability development: Evidence from a simulation game experiment. The Journal of Strategic Information Systems 2019, 28, 66–82. |
[39] | Tang, D.; Pham, C.; Chinen, K.I.; Beuran, R. Interactive cybersecurity defense training inspired by web-based learning theory. In Proceedings of the 2017 IEEE 9th International Conference on Engineering Education (ICEED). IEEE, 2017, pp. 90–95. |
[40] | Beuran, R.; Pham, C.; Tang, D.; Chinen, K.i.; Tan, Y.; Shinoda, Y. Cytrone: An integrated cybersecurity training framework 2017. |
[41] | Aaltola, K. Empirical study on cyber range capabilities, interactions and learning features. Digital Transformation, Cyber Security and Resilience of Modern Societies 2021, pp. 413–428. |
[42] | Sheng, S.; Magnien, B.; Kumaraguru, P.; Acquisti, A.; Cranor, L.F.; Hong, J.; Nunge, E. Anti- 724 phishing phil: the design and evaluation of a game that teaches people not to fall for phish. In Proceedings of the Proceedings of the 3rd symposium on Usable privacy and security, 2007, pp. 88–99. |
[43] | Cone, B.D.; Irvine, C.E.; Thompson, M.F.; Nguyen, T.D. A video game for cyber security training and awareness. computers & security 2007, 26, 63–72. |
[44] | Hernández-Ardieta, J.L.; Santos, D.; Parra, P.; Tapiador, J.E.; Peris-López, P.; López, J.; Navarrete, G.F. An Intelligent and adaptive live Simulator: A new concept for Cybersecurity Training. Indra, Madrid 2011. |
[45] | Denning, T.; Lerner, A.; Shostack, A.; Kohno, T. Control-Alt-Hack: the design and evaluation of a card game for computer security awareness and education. In Proceedings of the Proceedings of the 2013 ACM SIGSAC conference on Computer & communications security, 2013, pp. 915–928. |
[46] | Le Compte, A.; Elizondo, D.; Watson, T. A renewed approach to serious games for cyber security. In Proceedings of the 2015 7th International Conference on Cyber Conflict: Architectures in Cyberspace. IEEE, 2015, pp. 203–216. |
[47] | Giannakas, F.; Kambourakis, G.; Gritzalis, S. CyberAware: A mobile game-based app for cybersecurity education and awareness. In Proceedings of the 2015 International conference on interactive mobile communication technologies and learning (IMCL). IEEE, 2015, pp. 54–58. |
[48] | Chai, P. Cyber Security Defender, 2015 WeCode National Competition: Cyber Security Game. https://www.youtube.com/watch?v=Bb_gGq1QMUU. In comment section, accessed on 7 June. 2023. |
[49] | Gestwicki, P.; Stumbaugh, K. Observations and opportunities in cybersecurity education game design. In Proceedings of the 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015, pp. 131–137. |
[50] | Nicho, M. Modelling serous games for enhancing end user cyber security awareness. IADIS Int. J. Comput. Sci. Inf. Syst 2017, 15, 91–106. |
[51] | Sorace, S.; Quercia, E.; La Mattina, E.; Patrikakis, C.Z.; Bacon, L.; Loukas, G.; Mackinnon, L. Serious games: an attractive approach to improve awareness. Community-Oriented Policing and Technological Innovations 2018, pp. 1–9. |
[52] | Chai, P. Cyber Wellness and Cyber Security game for the IDA. https://www.youtube.com/watch?v=g7Mz9vFceMU. In comment section, accessed on 7 June 2023. |
[53] | Katsantonis, N.M.; Kotini, I.; Fouliras, P.; Mavridis, I. Conceptual framework for developing cyber security serious games. In Proceedings of the 2019 IEEE global engineering education conference (EDUCON). IEEE, 2019, pp. 872–881. |
[54] | Hill, W.; Fanuel, M.; Yuan, X. Comparing serious games for cyber security education. In Proceedings of the 2020 ASEE Southeastern Section Conference, 2020. |
[55] | Jaffray, A.; Finn, C.; Nurse, J.R. Sherlocked: A detective-themed serious game for cyber security education. In Proceedings of the Human Aspects of Information Security and Assurance: 15th IFIP WG 11.12 International Symposium, HAISA 2021, Virtual Event, July 7–9, 2021, Proceedings 15. Springer, 2021, pp. 35–45. |
[56] | van Steen, T.; Deeleman, J.R. Successful gamification of cybersecurity training. Cyberpsychology, Behavior, and Social Networking 2021, 24, 593–598. |
[57] | FILIPPIDIS, A.; Lagkas, T.; Mouratidis, H.; Nifakos, S.; Grigoriou, E.; Sarigiannidis, P. Enhancing information security awareness programs through collaborative learning. In Proceedings of the European Conference on Games Based Learning, 2022, Vol. 16, pp. 803–810. |
[58] | Intuit Cyber security game. https://www.youtube.com/watch?v=_3VLx0pXSYs. In comment section, accessed on 7 June 2023. |
[59] | Trickel, E.; Disperati, F.; Gustafson, E.; Kalantari, F.; Mabey, M.; Tiwari, N.; Safaei, Y.; Doupé, A.; Vigna, G. Shell We Play A Game?CTF-as-a-service for Security Education. In Proceedings of the 2017 USENIX Workshop on Advances in Security Education (ASE 17), 2017. |
[60] | Awojana, T.; Chou, T.S. Overview of learning cybersecurity through game based systems. In Proceedings of the 2019 CIEC, 2019. |
[61] | Graffer, I.; Bartnes, M.; Bernsmed, K. Play2prepare: A board game supporting it security preparedness exercises for industrial control organizations 2015. |
[62] | Bond, J.G. Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#, Addison-Wesley Professional 2017. |
[63] | Xiao, H.; Hao, W.; Liao, Q.; Ye, Q.; Cao, C.; Zhong, Y. Exploring the gamification of cybersecurity education in higher education institutions: An analytical study. In Proceedings of the SHS Web of Conferences. EDP Sciences, 2023, Vol. 166. |
[64] | Shostack, A. Elevation of privilege: Drawing developers into threat modeling. In Proceedings of the 2014 USENIX Summit on Gaming, Games, and Gamification in Security Education (3GSE 14), 2014. |
[65] | Potter, B. Microsoft SDL threat modelling tool. Network Security 2009, 2009, 15–18. |
[66] | Frey, S.; Rashid, A.; Anthonysamy, P.; Pinto-Albuquerque, M.; Naqvi, S.A. The good, the badand the ugly: a study of security decisions in a cyber-physical systems game. IEEE Transactionson Software Engineering 2017, 45, 521–536. |
[67] | Yasin, A.; Liu, L.; Li, T.; Fatima, R.; Jianmin, W. Improving software security awareness using a serious game. IET Software 2019, 13, 159–169. |
[68] | Gondree, M.; Peterson, Z.N. Valuing Security by Getting [d0x3d!]: Experiences with a Network Security Board Game. In Proceedings of the 6th Workshop on Cyber Security Experimentation and Test (CSET 13), 2013. |
[69] | Denning, T.; Friedman, B.; Kohno, T. The Security Cards: A Security Threat Brainstorming Toolkit. Univ. of Washington, http://securitycards. cs. washington. edu 2013. |
[70] | Batzos, Z.; Saoulidis, T.; Margounakis, D.; Fountoukidis, E.; Grigoriou, E.; Moukoulis, A.; Sarigiannidis, A.; Liatifis, A.; Karypidis, P.A.; Bibi, S.; et al. Gamification and Serious Games for Cybersecurity Awareness and First Responders Training: An overview 2023. |
[72] | Thakong, M.; Phimoltares, S.; Jaiyen, S.; Lursinsap, C. One-pass-throw-away learning for cybersecurity in streaming non-stationary environments by dynamic stratum network. PloS one 2018, 13, e0202937 |
[73] | Urias, V.E.; Van Leeuwen, B.; Stout, W.M.; Lin, H.W. Dynamic cybersecurity training environments for an evolving cyber workforce. In Proceedings of the 2017 IEEE International Symposium on Technologies for Homeland Security (HST). IEEE, 2017, pp. 1–6. |
[74] | Adinolf, S.; Wyeth, P.; Brown, R.; Altizer, R. Towards designing agent based virtual reality applications for cybersecurity training. In Proceedings of the Proceedings of the 31st Australian Conference on Human-Computer-Interaction, 2019, pp. 452–456. |
[75] | Seo, J.H.; Bruner, M.; Payne, A.; Gober, N.; McMullen, D.; Chakravorty, D.K. Using virtual reality to enforce principles of cybersecurity. The Journal of Computational Science Education 2019, 10. |
[76] | Booth, J.; COMMAND, A.; States, S.C.M.A.A.M.A.U. The Use of Virtual and Augumented Realities in Air Force Training; Air Command and Staff College, 2019. |
[77] | Elevate performance through immersive experience. https://www.strivr.com/lp/elevateperformance-through-immersiveexperience/?utm_medium=Paid-Search. In comment section, accessed on 7 June 2023. |
[78] | VR Cybersecurity Training. https://www.nnit.com/our-solutions/cybersecurity/vrcybersecuritytraining/. In comment section, accessed on 7 June 2023. |
[79] | Security awareness game. https://www.infosequre.com/security-awareness-game. In comment section, accessed on 7 June 2023. |
[80] | Virtual Reality Training powered by SixGen. https://www.sixgen.io/course. In comment section, accessed on 7 June 2023. |
[81] | Makransky, G.; Borre-Gude, S.; Mayer, R.E. Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. Journal of Computer Assisted Learning 2019, 35, 691–707. |
[82] | Meldrum, D.; Glennon, A.; Herdman, S.; Murray, D.; McConn-Walsh, R. Virtual reality rehabilitation of balance: assessment of the usability of the Nintendo Wii® Fit Plus. Disability and rehabilitation: assistive technology 2012, 7, 205–210. |
[83] | McMahan, R.P.; Bowman, D.A.; Zielinski, D.J.; Brady, R.B. Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE transactions on visualization and computer graphics 2012, 18, 626–633. |
[84] | Ulsamer, P.; Schütz, A.; Fertig, T.; Keller, L. Immersive storytelling for information security awareness training in virtual reality 2021. |
[85] | Giaretta, A. Security and Privacy in Virtual Reality–A Literature Survey. arXiv preprint arXiv:2205.00208 2022. |
[87] | Visoottiviseth, V.; Phungphat, A.; Puttawong, N.; Chantaraumporn, P.; Haga, J. Lord of secure: the virtual reality game for educating network security. In Proceedings of the 2018 seventh ict international student project conference (ict-ispc). IEEE, 2018, pp. 1–6. |
[88] | Veneruso, S.V.; Ferro, L.S.; Marrella, A.; Mecella, M.; Catarci, T. CyberVR: an interactive learning experience in virtual reality for cybersecurity related issues. In Proceedings of the Proceedings of the International Conference on Advanced Visual Interfaces, 2020, pp. 1–8. |
[89] | Dattel, A.; Ochoa, O.; Friedenzohn, D.; Goodwin, T.; Brodeen, H. Using Virtual Reality to Identify Cybersecurity Threats for Navy Midshipmen 2022. |
[90] | Puttawong, N.; Visoottiviseth, V.; Haga, J. VRFiWall virtual reality edutainment for firewall security concepts. In Proceedings of the 2017 2nd international conference on information technology (INCIT). IEEE, 2017, pp. 1–6. |
[91] | Alqahtani, H.; Kavakli-Thorne, M. Design and evaluation of an augmented reality game for cybersecurity awareness (CybAR). Information 2020, 11, 121. |
[92] | Bernsland, M.; Moshfegh, A.; Lindén, K.; Bajin, S.; Quintero, L.; Solsona Belenguer, J.; Rostami, A. CS: NO–an Extended Reality Experience for Cyber Security Education. In Proceedings of the ACM International Conference on Interactive Media Experiences, 2022, pp. 287–292. |
[93] | Gračanin, D.; Park, J.; Eltoweissy, M. XR-CEIL: Extended reality for cybersecurity experiential and immersive learning. In Proceedings of the International Conference on Human-Computer Interaction. Springer, 2022, pp. 487–492. |
References
- U.S. Federal Bureau of Investigation. Internet Crime Report 2020. 2021. Available online: https://www.ic3.gov/Media/PDF/AnnualReport/2020_IC3rpeort.pdf (accessed on 7 June 2023).
- WSAV. Data Brechers, Annual Report. 2022. Available online: https://www.wsav.com/wp-content/uploads/sites/75/2022/01/20220124_ITRC-2021-Data-Breach-Report.pdf (accessed on 7 June 2023).
- Alnajim, A.M.; Habib, S.; Islam, M.; Albelaihi, R.; Alabdulatif, A. Mitigating the Risks of Malware Attacks with Deep Learning Techniques. Electronics 2023, 12, 3166. [Google Scholar] [CrossRef]
- U.S. Federal Bureau of Investigation. 2022 Internet Crime Report. 2022. Available online: https://www.fbi.gov/contact-us/field-offices/springfield/news/internet-crime-complaint-center-releases-2022-statistics (accessed on 7 June 2023).
- Chowdhury, N.; Gkioulos, V. Cyber security training for critical infrastructure protection: A literature review. Comput. Sci. Rev. 2021, 40, 100361. [Google Scholar] [CrossRef]
- Agbo-ola, A. Motivating Cybersecurity Awareness within an Organisation: An Explorative Study from an Awareness Practitioner’s Perspective. Master’s Thesis, Luleå University of Technology, Luleå, Sweden, 2022. Digitala Vetenskapliga Arkivet. Available online: http://www.diva-portal.org/smash/record.jsf?pid=diva2%3A1667742&dswid=1938 (accessed on 7 June 2023).
- Shin, D.H. The effects of trust, security and privacy in social networking: A security-based approach to understand the pattern of adoption. Interact. Comput. 2010, 22, 428–438. [Google Scholar] [CrossRef]
- Ponnusamy, V.; Selvam, L.M.P.; Rafique, K. Cybersecurity governance on social engineering awareness. In Employing Recent Technologies for Improved Digital Governance; IGI Global: Hershey, PA, USA, 2020; pp. 210–236. [Google Scholar] [CrossRef]
- Conteh, N.Y.; Schmick, P.J. Cybersecurity risks, vulnerabilities, and countermeasures to prevent social engineering attacks. In Ethical Hacking Techniques and Countermeasures for Cybercrime Prevention; IGI Global: Hershey, PA, USA, 2021; pp. 19–31. [Google Scholar] [CrossRef]
- Yaokumah, W.; Walker, D.O.; Kumah, P. SETA and security behavior: Mediating role of employee relations, monitoring, and accountability. J. Glob. Inf. Manag. (JGIM) 2019, 27, 102–121. [Google Scholar] [CrossRef]
- Teh, P.L.; Ahmed, P.K.; D’Arcy, J. What drives information security policy violations among banking employees? Insights from neutralization and social exchange theory. J. Glob. Inf. Manag. (JGIM) 2015, 23, 44–64. [Google Scholar] [CrossRef]
- De Maggio, M.C.; Mastrapasqua, M.; Tesei, M.; Chittaro, A.; Setola, R. How to improve the security awareness in complex organizations. Eur. J. Secur. Res. 2019, 4, 33–49. [Google Scholar] [CrossRef]
- Chatterjee, D. Should executives go to jail over cybersecurity breaches? J. Organ. Comput. Electron. Commer. 2019, 29, 1–3. [Google Scholar] [CrossRef]
- Norris, D.F.; Mateczun, L.; Joshi, A.; Finin, T. Cyberattacks at the grass roots: American local governments and the need for high levels of cybersecurity. Public Adm. Rev. 2019, 79, 895–904. [Google Scholar] [CrossRef]
- Majeed, A.; Alnajim, A.M.; Waseem, A.; Khaliq, A.; Naveed, A.; Habib, S.; Islam, M.; Khan, S. Deep Learning-Based Symptomizing Cyber Threats Using Adaptive 5G Shared Slice Security Approaches. Future Internet 2023, 15, 193. [Google Scholar] [CrossRef]
- Disparte, D.; Furlow, C. The best cybersecurity investment you can make is better training. Harv. Bus. Rev. 2017, 5. Available online: https://hbr.org/2017/05/the-best-cybersecurity-investment-you-can-make-is-better-training (accessed on 7 June 2023).
- Ergen, A.; Ünal, A.N.; Saygili, M.S. Is it possible to change the cyber security behaviours of employees? Barriers and promoters. Acad. J. Interdiscip. Stud. 2021, 10, 210. [Google Scholar] [CrossRef]
- Schmidt, M.B.; Johnston, A.C.; Arnett, K.P.; Chen, J.Q.; Li, S. A cross-cultural comparison of US and Chinese computer security awareness. J. Glob. Inf. Manag. (JGIM) 2008, 16, 91–103. [Google Scholar] [CrossRef]
- Aldawood, H.; Skinner, G. Reviewing cyber security social engineering training and awareness programs—Pitfalls and ongoing issues. Future Internet 2019, 11, 73. [Google Scholar] [CrossRef]
- Mejia, G. Examining the Impact of Major Security Breaches on Organizational Performance: Should Investing in Cybersecurity Be a Requirement for Companies? Ph.D. Thesis, Utica College, Utica, NY, USA, 2019. [Google Scholar]
- Kweon, E.; Lee, H.; Chai, S.; Yoo, K. The utility of information security training and education on cybersecurity incidents: An empirical evidence. Inf. Syst. Front. 2021, 23, 361–373. [Google Scholar] [CrossRef]
- Lin, W.C.; Saebeler, D. Risk-Based v. Compliance-Based Utility Cybersecurity—A False Dichotomy. Energy LJ 2019, 40, 243. [Google Scholar]
- Norris, D.F.; Mateczun, L.; Joshi, A.; Finin, T. Cybersecurity at the grassroots: American local governments and the challenges of internet security. J. Homel. Secur. Emerg. Manag. 2018, 15, 20170048. [Google Scholar] [CrossRef]
- Pawlowski, S.D.; Jung, Y. Social representations of cybersecurity by university students and implications for instructional design. J. Inf. Syst. Educ. 2015, 26, 281–294. [Google Scholar]
- Zuhaib, M.; Shaikh, F.A.; Tanweer, W.; Alnajim, A.M.; Alyahya, S.; Khan, S.; Usman, M.; Islam, M.; Hasan, M.K. Faults Feature Extraction Using Discrete Wavelet Transform and Artificial Neural Network for Induction Motor Availability Monitoring—Internet of Things Enabled Environment. Energies 2022, 15, 7888. [Google Scholar] [CrossRef]
- Alzoubi, Y.I.; Gill, A.Q.; Al-Ani, A. Empirical studies of geographically distributed agile development communication challenges: A systematic review. Inf. Manag. 2016, 53, 22–37. [Google Scholar] [CrossRef]
- Ibrahim, K.; Alnajim, A.M.; Naveed Malik, A.; Waseem, A.; Alyahya, S.; Islam, M.; Khan, S. Entice to Trap: Enhanced Protection against a Rate-Aware Intelligent Jammer in Cognitive Radio Networks. Sustainability 2022, 14, 2957. [Google Scholar] [CrossRef]
- Sadeh-Koniecpol, N.; Wescoe, K.; Brubaker, J.; Hong, J. Method and System for Controlling Context-Aware Cybersecurity Training. U.S. Patent 9,373,267, 21 June 2016. [Google Scholar]
- Fouché, S.; Mangle, A.H. Code hunt as platform for gamification of cybersecurity training. In Proceedings of the 1st International Workshop on Code Hunt Workshop on Educational Software Engineering, Baltimore, MD, USA, 14 July 2015; pp. 9–11. [Google Scholar]
- Abawajy, J. User preference of cyber security awareness delivery methods. Behav. Inf. Technol. 2014, 33, 237–248. [Google Scholar] [CrossRef]
- Wahsheh, L.A.; Mekonnen, B. Practical cyber security training exercises. In Proceedings of the 2019 International Conference on Computational Science and Computational Intelligence (CSCI), Las Vegas, NV, USA, 5–7 December 2019; pp. 48–53. [Google Scholar]
- Nguyen, T.A.; Pham, H. A design theory-based gamification approach for information security training. In Proceedings of the 2020 RIVF International Conference on Computing and Communication Technologies (RIVF), Ho Chi Minh City, Vietnam, 14–15 October 2020; pp. 1–4. [Google Scholar]
- Tschakert, K.F.; Ngamsuriyaroj, S. Effectiveness of and user preferences for security awareness training methodologies. Heliyon 2019, 5, e02010. [Google Scholar] [CrossRef]
- Rana, S.; Alhamdani, W. Exploring the Need to Study the Efficacy of VR Training Compared to Traditional Cybersecurity Training. Int. J. Comput. Inf. Eng. 2021, 15, 10–17. [Google Scholar]
- Raman, R.; Lal, A.; Achuthan, K. Serious games based approach to cyber security concept learning: Indian context. In Proceedings of the 2014 International Conference on Green Computing Communication and Electrical Engineering (ICGCCEE), Coimbatore, India, 6-8 March 2014; 2014; pp. 1–5. [Google Scholar]
- Nagarajan, A.; Allbeck, J.M.; Sood, A.; Janssen, T.L. Exploring game design for cybersecurity training. In Proceedings of the 2012 IEEE International Conference on Cyber Technology in Automation, Control, and Intelligent Systems (CYBER), Coimbatore, India, 6–8 March 2012; pp. 256–262. [Google Scholar]
- Corradini, I. Training methods. In Building a Cybersecurity Culture in Organizations: How to Bridge the Gap Between People and Digital Technology; Springer Nature: Chan, Switzerland, 2020; pp. 115–133. [Google Scholar]
- Jalali, M.S.; Siegel, M.; Madnick, S. Decision-making and biases in cybersecurity capability development: Evidence from a simulation game experiment. J. Strateg. Inf. Syst. 2019, 28, 66–82. [Google Scholar] [CrossRef]
- Tang, D.; Pham, C.; Chinen, K.I.; Beuran, R. Interactive cybersecurity defense training inspired by web-based learning theory. In Proceedings of the 2017 IEEE 9th International Conference on Engineering Education (ICEED), Kanazawa, Japan, 9–10 November 2017; pp. 90–95. [Google Scholar]
- Beuran, R.; Pham, C.; Tang, D.; Chinen, K.i.; Tan, Y.; Shinoda, Y. Cytrone: An Integrated Cybersecurity Training Framework; SciTePress—Science and Technology Publications: Setúbal, Portugal, 2017. [Google Scholar]
- Aaltola, K. Empirical study on cyber range capabilities, interactions and learning features. Digital Transformation, Cyber Security and Resilience of Modern Societies; Springer: Cham, Switzerland, 2021; pp. 413–428. [Google Scholar]
- Sheng, S.; Magnien, B.; Kumaraguru, P.; Acquisti, A.; Cranor, L.F.; Hong, J.; Nunge, E. Anti-phishing phil: The design and evaluation of a game that teaches people not to fall for phish. In Proceedings of the 3rd Symposium on Usable Privacy and Security, Pittsburgh, PA. USA, 18–20 July 2007; pp. 88–99. [Google Scholar]
- Cone, B.D.; Irvine, C.E.; Thompson, M.F.; Nguyen, T.D. A video game for cyber security training and awareness. Comput. Secur. 2007, 26, 63–72. [Google Scholar] [CrossRef]
- Hernández-Ardieta, J.L.; Santos, D.; Parra, P.; Tapiador, J.E.; Peris-López, P.; López, J.; Navarrete, G.F. An Intelligent and Adaptive Live Simulator: A New Concept for Cybersecurity Training; Indra: Madrid, Spain, 2011. [Google Scholar]
- Denning, T.; Lerner, A.; Shostack, A.; Kohno, T. Control-Alt-Hack: The design and evaluation of a card game for computer security awareness and education. In Proceedings of the 2013 ACM SIGSAC Conference on Computer & Communications Security, Berlin, Germany, 4–8 November 2013; pp. 915–928. [Google Scholar]
- Le Compte, A.; Elizondo, D.; Watson, T. A renewed approach to serious games for cyber security. In Proceedings of the 2015 7th International Conference on Cyber Conflict: Architectures in Cyberspace, Tallinn, Estonia, 26–29 May 2015; pp. 203–216. [Google Scholar]
- Giannakas, F.; Kambourakis, G.; Gritzalis, S. CyberAware: A mobile game-based app for cybersecurity education and awareness. In Proceedings of the 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), Thessaloniki, Greece, 19–20 November 2015; pp. 54–58. [Google Scholar]
- Chai, P. Cyber Security Defender, 2015 WeCode National Competition: Cyber Security Game. Available online: https://www.youtube.com/watch?v=Bb_gGq1QMUU (accessed on 7 June 2023).
- Gestwicki, P.; Stumbaugh, K. Observations and opportunities in cybersecurity education game design. In Proceedings of the 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES), Louisville, KY, USA, 27–29 July 2015; pp. 131–137. [Google Scholar]
- Nicho, M. Modelling serous games for enhancing end user cyber security awareness. IADIS Int. J. Comput. Sci. Inf. Syst. 2017, 15, 91–106. [Google Scholar]
- Sorace, S.; Quercia, E.; La Mattina, E.; Patrikakis, C.Z.; Bacon, L.; Loukas, G.; Mackinnon, L. Serious games: An attractive approach to improve awareness. In Community-Oriented Policing and Technological Innovations; Springer: Cham, Switzerland, 2018; pp. 1–9. [Google Scholar]
- Chai, P. Cyber Wellness and Cyber Security Game for the IDA. Available online: https://www.youtube.com/watch?v=g7Mz9vFceMU (accessed on 7 June 2023).
- Katsantonis, N.M.; Kotini, I.; Fouliras, P.; Mavridis, I. Conceptual framework for developing cyber security serious games. In Proceedings of the 2019 IEEE Global Engineering Education Conference (EDUCON), Dubai, United Arab Emirates, 8–11 April 2019; pp. 872–881. [Google Scholar]
- Hill, W.; Fanuel, M.; Yuan, X. Comparing serious games for cyber security education. In Proceedings of the 2020 ASEE Southeastern Section Conference, Auburn, AL, USA, 8–9 March 2020. [Google Scholar]
- Jaffray, A.; Finn, C.; Nurse, J.R. Sherlocked: A detective-themed serious game for cyber security education. In Proceedings of the Human Aspects of Information Security and Assurance: 15th IFIP WG 11.12 International Symposium, HAISA 2021, Virtual Event, 7–9 July 2021; Proceedings 15. Springer: Berlin/Heidelberg, Germany, 2021; pp. 35–45. [Google Scholar]
- van Steen, T.; Deeleman, J.R. Successful gamification of cybersecurity training. Cyberpsychol. Behav. Soc. Netw. 2021, 24, 593–598. [Google Scholar] [CrossRef]
- FILIPPIDIS, A.; Lagkas, T.; Mouratidis, H.; Nifakos, S.; Grigoriou, E.; Sarigiannidis, P. Enhancing information security awareness programs through collaborative learning. In Proceedings of the European Conference on Games Based Learning, Lisbon, Portugal, 6–7 October 2022; Volume 16, pp. 803–810. [Google Scholar]
- Intuit Cyber Security Game. Available online: https://www.youtube.com/watch?v=_3VLx0pXSYs (accessed on 7 June 2023).
- Trickel, E.; Disperati, F.; Gustafson, E.; Kalantari, F.; Mabey, M.; Tiwari, N.; Safaei, Y.; Doupé, A.; Vigna, G. Shell We Play A Game? {CTF-as-a-service} for Security Education. In Proceedings of the 2017 USENIX Workshop on Advances in Security Education (ASE 17), Vancouver, BC, Canada, 15 August 2017. [Google Scholar]
- Awojana, T.; Chou, T.S. Overview of learning cybersecurity through game based systems. In Proceedings of the 2019 CIEC, New Orleans, LA, USA, 1 February 2019. [Google Scholar]
- Graffer, I.; Bartnes, M.; Bernsmed, K. Play2prepare: A board game supporting it security preparedness exercises for industrial control organizations. In Proceedings of the Norwegian Information Security Conference 2015 (NISK-2015), Ålesund, Norway, 23–25 November 2015. [Google Scholar]
- Bond, J.G. Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#; Addison-Wesley Professional; Game Design Series; Pearson Education: Singapore, 2014; Available online: https://books.google.com.pk/books?id=40T1AwAAQBAJ (accessed on 7 June 2023)ISBN 9780133439625.
- Xiao, H.; Hao, W.; Liao, Q.; Ye, Q.; Cao, C.; Zhong, Y. Exploring the gamification of cybersecurity education in higher education institutions: An analytical study. In Proceedings of the SHS Web of Conferences, Sanya, China, 22–23 December 2023; Volume 166. [Google Scholar]
- Shostack, A. Elevation of privilege: Drawing developers into threat modeling. In Proceedings of the 2014 USENIX Summit on Gaming, Games, and Gamification in Security Education (3GSE 14), San Diego, CA, USA, 18 August 2014. [Google Scholar]
- Potter, B. Microsoft SDL threat modelling tool. Netw. Secur. 2009, 2009, 15–18. [Google Scholar] [CrossRef]
- 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. 2017, 45, 521–536. [Google Scholar] [CrossRef]
- Yasin, A.; Liu, L.; Li, T.; Fatima, R.; Jianmin, W. Improving software security awareness using a serious game. IET Softw. 2019, 13, 159–169. [Google Scholar] [CrossRef]
- Gondree, M.; Peterson, Z.N. Valuing Security by Getting {[d0x3d!]}: Experiences with a Network Security Board Game. In Proceedings of the 6th Workshop on Cyber Security Experimentation and Test (CSET 13), Washington, DC, USA, 12 August 2013. [Google Scholar]
- Denning, T.; Friedman, B.; Kohno, T. The Security Cards: A Security Threat Brainstorming Toolkit; University of Washington: Washington, DC, USA, 2013. [Google Scholar]
- Batzos, Z.; Saoulidis, T.; Margounakis, D.; Fountoukidis, E.; Grigoriou, E.; Moukoulis, A.; Sarigiannidis, A.; Liatifis, A.; Karypidis, P.A.; Bibi, S.; et al. Gamification and Serious Games for Cybersecurity Awareness and First Responders Training: An overview. 2023. Available online: https://www.techrxiv.org/articles/preprint/GamificationandSeriousGamesforCybersecurityAwarenessandFirstRespondersTrainingAnoverview/22650952 (accessed on 7 June 2023).
- Willems, C.; Klingbeil, T.; Radvilavicius, L.; Cenys, A.; Meinel, C. A distributed virtual laboratory architecture for cybersecurity training. In Proceedings of the 2011 International Conference for Internet Technology and Secured Transactions, Abu Dhabi, United Arab Emirates, 11–14 December 2011; pp. 408–415. [Google Scholar]
- Thakong, M.; Phimoltares, S.; Jaiyen, S.; Lursinsap, C. One-pass-throw-away learning for cybersecurity in streaming non-stationary environments by dynamic stratum network. PLoS ONE 2018, 13, e0202937. [Google Scholar] [CrossRef]
- Urias, V.E.; Van Leeuwen, B.; Stout, W.M.; Lin, H.W. Dynamic cybersecurity training environments for an evolving cyber workforce. In Proceedings of the 2017 IEEE International Symposium on Technologies for Homeland Security (HST), Greater Boston, MA, USA, 25–26 April 2017; pp. 1–6. [Google Scholar]
- Adinolf, S.; Wyeth, P.; Brown, R.; Altizer, R. Towards designing agent based virtual reality applications for cybersecurity training. In Proceedings of the 31st Australian Conference on Human-Computer-Interaction, Fremantle, WA, Australia, 2–5 December 2019; pp. 452–456. [Google Scholar]
- Seo, J.H.; Bruner, M.; Payne, A.; Gober, N.; McMullen, D.; Chakravorty, D.K. Using virtual reality to enforce principles of cybersecurity. J. Comput. Sci. Educ. 2019, 10, 81–87. [Google Scholar] [CrossRef] [PubMed]
- Booth, J.; Air Command and Staff Coll Maxwell AFB Al Maxwell AFB United States. The Use of Virtual and Augumented Realities in Air Force Training; Air Command and Staff College: Montgomery, AL, USA, 2019. [Google Scholar]
- Elevate Performance through Immersive Experience. Available online: https://www.strivr.com/lp/elevate-performance-through-immersiveexperience/?utm_medium=Paid-Search (accessed on 7 June 2023).
- VR Cybersecurity Training. Available online: https://www.nnit.com/our-solutions/cybersecurity/vr-cybersecuritytraining/ (accessed on 7 June 2023).
- Security Awareness Game. Available online: https://www.infosequre.com/security-awareness-game (accessed on 7 June 2023).
- Virtual Reality Training Powered by SixGen. Available online: https://www.sixgen.io/course (accessed on 7 June 2023).
- Makransky, G.; Borre-Gude, S.; Mayer, R.E. Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. J. Comput. Assist. Learn. 2019, 35, 691–707. [Google Scholar] [CrossRef]
- Meldrum, D.; Glennon, A.; Herdman, S.; Murray, D.; McConn-Walsh, R. Virtual reality rehabilitation of balance: Assessment of the usability of the Nintendo Wii® Fit Plus. Disabil. Rehabil. Assist. Technol. 2012, 7, 205–210. [Google Scholar] [CrossRef] [PubMed]
- McMahan, R.P.; Bowman, D.A.; Zielinski, D.J.; Brady, R.B. Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE Trans. Vis. Comput. Graph. 2012, 18, 626–633. [Google Scholar] [CrossRef] [PubMed]
- Ulsamer, P.; Schütz, A.; Fertig, T.; Keller, L. Immersive storytelling for information security awareness training in virtual reality. In Proceedings of the Hawaii International Conference on System Sciences, Kauai, HI, USA, 5 January 2021; Available online: https://api.semanticscholar.org/CorpusID:232414345 (accessed on 7 June 2023).
- Giaretta, A. Security and Privacy in Virtual Reality—A Literature Survey. arXiv 2022, arXiv:2205.00208. [Google Scholar]
- Chekhovskoy, Y.; Plaksiy, K.; Nikiforov, A.; Miloslavskaya, N. The Use of Virtual Reality Technologies in the Specialists’ Training in the Field of Information Security. Procedia Comput. Sci. 2022, 213, 223–231. [Google Scholar] [CrossRef]
- Visoottiviseth, V.; Phungphat, A.; Puttawong, N.; Chantaraumporn, P.; Haga, J. Lord of secure: The virtual reality game for educating network security. In Proceedings of the 2018 seventh ict international student project conference (ict-ispc), Nakhon Pathom, Thailand, 11–13 July 2018; pp. 1–6. [Google Scholar]
- Veneruso, S.V.; Ferro, L.S.; Marrella, A.; Mecella, M.; Catarci, T. CyberVR: An interactive learning experience in virtual reality for cybersecurity related issues. In Proceedings of the International Conference on Advanced Visual Interfaces, Salerno, Italy, 28 September–2 October 2020; pp. 1–8. [Google Scholar]
- Dattel, A.; Ochoa, O.; Friedenzohn, D.; Goodwin, T.; Brodeen, H. Using Virtual Reality to Identify Cybersecurity Threats for Navy Midshipmen. 2022. Available online: https://commons.erau.edu/faculty-research-projects/21/ (accessed on 7 June 2023).
- Puttawong, N.; Visoottiviseth, V.; Haga, J. VRFiWall virtual reality edutainment for firewall security concepts. In Proceedings of the 2017 2nd international conference on information technology (INCIT), Nakhonpathom, Thailand, 2–3 November 2017; pp. 1–6. [Google Scholar]
- Alqahtani, H.; Kavakli-Thorne, M. Design and evaluation of an augmented reality game for cybersecurity awareness (CybAR). Information 2020, 11, 121. [Google Scholar] [CrossRef]
- Bernsland, M.; Moshfegh, A.; Lindén, K.; Bajin, S.; Quintero, L.; Solsona Belenguer, J.; Rostami, A. CS: NO—An Extended Reality Experience for Cyber Security Education. In Proceedings of the ACM International Conference on Interactive Media Experiences, Aveiro, Portugal, 22 June–24 June 2022; pp. 287–292. [Google Scholar]
- Gračanin, D.; Park, J.; Eltoweissy, M. XR-CEIL: Extended reality for cybersecurity experiential and immersive learning. In Proceedings of the International Conference on Human-Computer Interaction; Springer: Cham, Switzerland, 2022; pp. 487–492. [Google Scholar]
- Mishra, A.; Alzoubi, Y.I.; Gill, A.Q.; Anwar, M.J. Cybersecurity enterprises policies: A comparative study. Sensors 2022, 22, 538. [Google Scholar] [CrossRef]
- Mishra, A.; Alzoubi, Y.I.; Anwar, M.J.; Gill, A.Q. Attributes impacting cybersecurity policy development: An evidence from seven nations. Comput. Secur. 2022, 120, 102820. [Google Scholar] [CrossRef]
- Weiss, M.; Biermann, F. Cyberspace and the protection of critical national infrastructure. J. Econ. Policy Reform 2021, 26, 250–267. [Google Scholar] [CrossRef]
- London, R.W. Comparative Data Protection and Security: A Critical Evaluation of Legal Standards. Ph.D. Thesis, University of South Africa, Pretoria, South Africa, 2014. [Google Scholar]
- Yoo, R. An Expected Harm Approach to Compensating Consumers for Unauthorized Information Disclosures. Rich. JL Tech. 2012, 19, 1. [Google Scholar]
- Liu, J.; Xiao, Y.; Chen, C.P. Authentication and access control in the internet of things. In Proceedings of the 2012 32nd International Conference on Distributed Computing Systems Workshops, Macau, China, 18–21 June 2012; pp. 588–592. [Google Scholar]
- Alotaibi, M.; Furnell, S.; Clarke, N. Information security policies: A review of challenges and influencing factors. In Proceedings of the 2016 11th International Conference for Internet Technology and Secured Transactions (ICITST), Barcelona, Spain, 5–7 December 2016; pp. 352–358. [Google Scholar]
- Persadha, P.; Waskita, A.; Yazid, S. Comparative study of cyber security policies among malaysia, australia, indonesia: A responsibility perspective. In Proceedings of the 2015 Fourth International Conference on Cyber Security, Cyber Warfare, and Digital Forensic (CyberSec), Jakarta, Indonesia, 29–31 October 2015; pp. 146–150. [Google Scholar]
Databases | First Filtration | Second Filtration | Third Filtration | Final Selected Studies | Percent Selected (%) |
---|---|---|---|---|---|
IEEE Xplore | 68 | 35 | 22 | 14 | 21.2 |
Google Scholar | 80 | 42 | 25 | 17 | 25.7 |
Science Direct | 85 | 18 | 12 | 7 | 10.6 |
ACM | 50 | 21 | 10 | 5 | 7.5 |
Springer | 71 | 32 | 18 | 10 | 15.15 |
Wiley | 6 | 2 | 0 | 0 | 0 |
Snowballing | 9 | 13.6 | |||
Manual Search | 4 | 6 | |||
Total | 360 | 150 | 87 | 66 | 100 |
Filtration Stage | Method | Assessment Criteria |
---|---|---|
First Filtration | Identifying relevant studies from online databases | Keywords |
Second Filtration | Excluding studies based on title, abstract, and keywords | Title, abstract, and keywords |
Third Filtration | Excluding studies based on the full paper | Full paper |
Final Filtration | Obtaining selected papers | Final selected papers |
References | Year | Training Type |
---|---|---|
Abawajy [30] | 2014 | Lecture-based training |
Tschakert et al. [33] | 2019 | Lecture-based training |
Rana et al. [34] | 2021 | Lecture-based training |
Raman et al. [35] | 2014 | Lecture-based training |
Nagarajan et al. [36] | 2012 | Lecture-based training |
Corradini et al. [37] | 2020 | Lecture-based training |
Tschakert et al. [33] | 2019 | Text-based training |
Rana et al. [34] | 2021 | Video-based training |
Tschakert et al. [33] | 2019 | Web-based training |
Tschakert et al. [33] | 2019 | Combined cybersecurity training |
Jalali et al. [38] | 2019 | Simulation training |
Tang et al. [39] | 2017 | Cyber ranges |
Beuran et al. [40] | 2017 | Cyber ranges |
Aaltola et al. [41] | 2021 | Cyber ranges |
Wahsheh et al. [31] | 2019 | Virtual environments |
Rana et al. [34] | 2021 | Virtual environments |
[42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58] | Game-based training |
References | Year | Domain | Description |
---|---|---|---|
Anit-Phishing Phil [42] | 2007 | Cybersecurity education | An online game for teaching how to notice unusual URLs to avoid phishing cyberattacks |
CyberCIEGE [43] | 2007 | Cybersecurity training | An interactive video game for security training |
Hernandez et al. [44] | 2011 | Cybersecurity training | An advanced simulator for CS training |
Control-Alt-Hack [45] | 2013 | Cybersecurity training | A computer security board game for learning computer security |
Le et al. [46] | 2015 | Cybersecurity training | A serious game for CS training |
CyberAware [47] | 2015 | Cybersecurity training | Cybersecurity mobile game for conveying cybersecurity concepts to K–6 level students |
Cyber Security Defender [48] | 2015 | Teaching about cyberattacks | Cyber Security Defender game is used to teach about cyberattacks caused by viruses and hackers |
Gestwicki and Stumbaugh [49] | 2015 | Cybersecurity education | Reviewed about 20 games on cybersecurity education |
Nicho et al. [50] | 2017 | Cybersecurity training | A serious game model for organizations to substantially enhance computer users’ cybersecurity awareness |
Sorace et al. [51] | 2018 | Cybersecurity survey | Survey of 181 games related to cybersecurity |
The Cyber Wellness and Cyber Security Awareness [52] | 2018 | Cybersecurity awareness | The Cyber Wellness and Cyber Security Awareness game is used to teach nine (9) types of security awareness to users |
Katsantonis et al. [53] | 2019 | Cybersecurity training | PeriHack is a board and card game simulating the struggle between a team of attackers and a team of defenders |
Hill et al. [54] | 2020 | Cybersecurity survey | A review of 20 serious games for teaching cyber security at various levels |
Jaffray et al. [55] | 2021 | Cybersecurity training | SHERLOCKED is a serious 2D top-down detective adventure game for supporting further engagement |
Van et al. [56] | 2021 | Cybersecurity training | A serious cybersecurity game applicable for CS training |
Filippidis et al. [57] | 2022 | Cybersecurity training | An interactive book and board game for optimizing learning procedures and understanding in an entertaining way |
Cloud Defense [58] | Teaching the security protocols of Amazon Web Services (AWS) | A Cloud Defense game is used to teach the security protocols of Amazon Web Services (AWS) |
Problems | Effect | Solution |
---|---|---|
Personal issues | Lack of interest or motivation to be trained | Needs effective security training programs |
Economic issues | High cost: A more interactive, engaging, and effective training program. Low cost: A less interactive, engaging, and effective training program | A balance should be found |
Time constraint | Effect on understanding of learners | Training should be straightforward |
Boringness, tediousness | Less effective outcomes | Entertaining and interactive activities need to be included in training programs |
Lack of a realistic view of attacks and security issues | Ignorance of the latest attacks | Constant updates should be included in the training systems |
Lack of mental stimulation and engagement | Lack of attention | Learners must also be mentally stimulated to learn and retain information |
Isolated and custom-made testbeds for training purposes | Expensive, hard to maintain, and time-consuming to implement and deploy | Simulation models may be a solution |
Ineffective cybersecurity training | Threat to organizations, puts assets at risk | Interactive, engaging, and entertaining training programs should be used |
Features | VTFiWall | Lord of Secure | CyberVR | Shaila Rana | CyVR-T | CiSE-ProS | Chekhovskoy | CybAR | CS:NO | XR-CEIL |
---|---|---|---|---|---|---|---|---|---|---|
Technology | Desktop VR, VR, Android smartphone | VR | VR | VR | VR | VR | VR | Mobile AR | XR | XR |
Software | Unity 3D, Blender, Google VR SDK, Android SDK | Unity 3D, Blender, Android Studio | Unreal Engine | Unity VR | Unity 3D | Unity and Unreal Engine 4 | Unity 3D, Vuforia SDK | Unity 3D | ||
Hardware | HTC Vive, VR Box, Google cardboard | HMD | Oculus Rift, Leap Motion | Google Cardboard, VR headset | Oculus Rift | HTC Vive, headset | Android smartphone | Oculus Rift, Arduino Uno Rev 3, Proto Shield | ||
Interaction | Head gestures and pointing | Pointing | Hand gestures | Hand controllers | Motion-tracking sensors, handheld controllers | Mouse | Touchscreen | Visual, audio, and haptic thermal feedback | ||
Cybersecurity contents | Firewall | Flooding, IP spoofing, firewalls, TCP convert channels, honeypots, and intrusion detection and prevention systems | Six mini-games Information flow, code injection, patch management, dynamic SW Analysis, privilege escalation, public-key cryptography | Physical security concepts, such as locked devices, keeping passwords and sensitive files secured, keeping doors locked, and keeping keys secured | Voyage management system, radar detection system, and automatic identification system | Tutorial, entrance/exit, inspection, and replacement of hardware | Network attacks | Teaching the fundamental concepts of cybersecurity | Encryption and decryption, firewalls, malicious data, network traffic | Exploration of immersive multi-dimensional data of a heterogeneous nature |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Alnajim, A.M.; Habib, S.; Islam, M.; AlRawashdeh, H.S.; Wasim, M. Exploring Cybersecurity Education and Training Techniques: A Comprehensive Review of Traditional, Virtual Reality, and Augmented Reality Approaches. Symmetry 2023, 15, 2175. https://doi.org/10.3390/sym15122175
Alnajim AM, Habib S, Islam M, AlRawashdeh HS, Wasim M. Exploring Cybersecurity Education and Training Techniques: A Comprehensive Review of Traditional, Virtual Reality, and Augmented Reality Approaches. Symmetry. 2023; 15(12):2175. https://doi.org/10.3390/sym15122175
Chicago/Turabian StyleAlnajim, Abdullah M., Shabana Habib, Muhammad Islam, Hazim Saleh AlRawashdeh, and Muhammad Wasim. 2023. "Exploring Cybersecurity Education and Training Techniques: A Comprehensive Review of Traditional, Virtual Reality, and Augmented Reality Approaches" Symmetry 15, no. 12: 2175. https://doi.org/10.3390/sym15122175
APA StyleAlnajim, A. M., Habib, S., Islam, M., AlRawashdeh, H. S., & Wasim, M. (2023). Exploring Cybersecurity Education and Training Techniques: A Comprehensive Review of Traditional, Virtual Reality, and Augmented Reality Approaches. Symmetry, 15(12), 2175. https://doi.org/10.3390/sym15122175