1,721,329 research outputs found

    General -- 1960 -- Correspondence, OPV Miscellaneous -- letter, 1960-04-13

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    Letter from Hart, Stephen to Sabin, Albert B. dated 1960-04-13.Sabin Collection Fair Use Policy</a

    A pedagogical design model to create serious games for cyber security

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    Cyber attacks have been increasing, and there have been many media reports of attacks against large and small organisations, causing financial loss and reputational damage. Organisations invest in professional training courses for their employees to raise awareness of cyber attacks and related defences. However, traditional approaches have failed to effectively educate employees, as testified by the increasing number of successful cyber attacks exploiting human factors. Serious games are an effective alternative tool to educate and train people on cyber security concepts. There is consensus on the benefits and potential of creating serious games and gamification techniques, which applies game mechanics to non-gaming activities, such as training to make the exercise more engaging. Many serious games have been created without a transparent and formal design process. There are currently several pedagogical models, frameworks, and methodologies for designing and analysing serious games that provide valuable interpretations. None of the models is designed specifically for serious cyber games, and these models focus primarily on high-level aspects and requirements. Many design models fail to address higher-order thinking skills and do not consider the target players’ different needs. They do not help understand how such high-level requirements can be concretely satisfied and not a detailed explanation of how to design a serious game in a step-by-step process. This thesis proposes a new pedagogical model called MOTENS to design serious cyber games for awareness and education. The MOTENS model was developed from the experience of creating Riskio, a multiplayer tabletop game to increase cyber security awareness for people with a technical and non-technical background working in organisations and university students. A new serious game called CIST: A serious single-player online game for hardware security supply chain was designed using the MOTENS model. The CIST game was then tested to verify that the game mechanics design selected using the MOTENS model achieved the desired learning outcomes. The CIST game was played and evaluated in a workshop on hardware security threats and defences for MSc/PhD students. Some issues reported by the students were identified as failure of the CIST game design and not the MOTENS model. As with the Riskio game, the CIST game proved popular with the target players and increased players participation in learning. Further research is required to develop the MOTENS model by creating and designing/evaluating different types of serious cyber games

    Fuzzy-based approach to assess and prioritize privacy risks

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    The new general data protection regulation requires organizations to conduct a data protection impact assessment (DPIA) when the processing of personal information may result in high risk to individual rights and freedoms. DPIA allows organizations to identify, assess and prioritize the risks related to the processing of personal information and select suitable mitigations to reduce the severity of the risks. The existing DPIA methodologies measure the severity of privacy risks according to analysts' opinions about the likelihood and the impact factors of the threats. The assessment is therefore subjective to the expertise of the analysts. To reduce subjectivity, we propose a set of well-defined criteria that analysts can use to measure the likelihood and the impact of a privacy risk. Then, we adopt the fuzzy multi-criteria decision-making approach to systematically measure the severity of privacy risks while modeling the imprecision and vagueness inherent in linguistic assessment. Our approach is illustrated for a realistic scenario with respect to LINDDUN threat categories

    CIST: a serious game for hardware supply chain

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    The globalisation and outsourcing of the IC supply chain have led to a more complex production cycle. Using threat models to understand the attacks can help engineers build stronger countermeasures and evaluate against different options to create better protection from attacks. Gamification is an alternative to teaching engineers threats using threat models and trying to keep up to date with new threats. Playing a serious game based on the IC hardware supply chain allows players to take control of self-learning and build knowledge through experiences in the gameplay. This paper propose CIST: A serious game for hardware supply chain, designed for hardware security and uses a threat model called CIST, designed to overcome the different requirements for hardware threats and gaps in current generic security threat models. The CIST game covers hardware-related risks through the complete IC life cycle from design, manufacturing, using the IC within a system and finally, recycling the ICs

    Fuzzy-based approach to assess and prioritize privacy risks

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    The new general data protection regulation requires organizations to conduct a data protection impact assessment (DPIA) when the processing of personal information may result in high risk to individual rights and freedoms. DPIA allows organizations to identify, assess and prioritize the risks related to the processing of personal information and select suitable mitigations to reduce the severity of the risks. The existing DPIA methodologies measure the severity of privacy risks according to analysts’ opinions about the likelihood and the impact factors of the threats. The assessment is therefore subjective to the expertise of the analysts. To reduce subjectivity, we propose a set of well-defined criteria that analysts can use to measure the likelihood and the impact of a privacy risk. Then, we adopt the fuzzy multi-criteria decision-making approach to systematically measure the severity of privacy risks while modeling the imprecision and vagueness inherent in linguistic assessment. Our approach is illustrated for a realistic scenario with respect to LINDDUN threat categories.</p

    MOTENS: a pedagogical design model for serious cyber games

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    In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious games design to ensure they achieve the learning objectives. This paper proposes MOTENS, a pedagogical model, to design serious cyber games based on the gaps we identified in the current games design models and the lessons learnt from creating a serious tabletop game called Riskio, designed to teach cyber security awareness and education. The MOTENS model has six high-level components. Five components are linked to the games/design mechanics, and one component, `Theory', that supports the design's cognitive principles, including players' motivation. The model is used to design serious cyber games and goes through five stages, from identifying and segmenting target players, steps to creating game mechanics linked to pedagogy instruction and then to testing to create a serious game that is designed to achieve the games learning objectives

    Politics, Memory and Fiction(s) in Contemporary Argentine Cinema: The Kirchnerist Years

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    This chapter examines the culture of memory evidenced in filmmaking in Argentina during the Kirchnerist years (2003-2015). Rather than provide a survey of the works produced across both the commercial and independent sectors, it will seek to offer a detailed treatment of a select number of key films that explore the ways in which the political priorities of Presidents Néstor and Cristina Fernández de Kirchner created a new culture of memory that encouraged both forms of critical reflection on the past and a decisive historicizing and heightening of the priorities of the present. In examining the legacies that cultures of dictatorship have on the country's material culture and emotional psyche, we hope the chapter will contribute to wider debates about the input of artistic practice to the legitimization of memory enacted through a new culture of mourning within the public sphere.Fil: Delgado, María M.. No especifíca;Fil: Sosa, Cecilia. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentin

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
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