Visual Feedback for Players of Multi-Level Capture the Flag Games: Field Usability Study
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Year of publication | 2019 |
Type | Article in Proceedings |
Conference | 2019 IEEE Symposium on Visualization for Cyber Security (VizSec) |
MU Faculty or unit | |
Citation | OŠLEJŠEK, Radek; Vít RUSŇÁK; Karolína BURSKÁ; Valdemar ŠVÁBENSKÝ and Jan VYKOPAL. Visual Feedback for Players of Multi-Level Capture the Flag Games: Field Usability Study. Online. In Gove R., Arendt D., Kohlhammer J., Angelini M., Lyn Paul, C., Bryan C. McKenna S., Prigent N., Najafi P., Sopan A. 2019 IEEE Symposium on Visualization for Cyber Security (VizSec). Vancouver, BC, Canada: IEEE, 2019, p. 1-11. ISBN 978-1-7281-3876-3. Available from: https://dx.doi.org/10.1109/VizSec48167.2019.9161386. |
web | |
Doi | http://dx.doi.org/10.1109/VizSec48167.2019.9161386 |
Keywords | cybersecurity training; capture the flag games; visual feedback; trainees |
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Description | Capture the Flag games represent a popular method of cybersecurity training. Providing meaningful insight into the training progress is essential for increasing learning impact and supporting participants' motivation, especially in advanced hands-on courses. In this paper, we investigate how to provide valuable post-game feedback to players of serious cybersecurity games through interactive visualizations. In collaboration with domain experts, we formulated user requirements that cover three cognitive perspectives: gameplay overview, person-centric view, and comparative feedback. Based on these requirements, we designed two interactive visualizations that provide complementary views on game results. They combine a known clustering and time-based visual approaches to show game results in a way that is easy to decode for players. The purposefulness of our visual feedback was evaluated in a usability field study with attendees of the Summer School in Cyber Security. The evaluation confirmed the adequacy of the two visualizations for instant post-game feedback. Despite our initial expectations, there was no strong preference for neither of the visualizations in solving different tasks. |
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