Biblio
Cybersecurity competitions have been shown to be an effective approach for promoting student engagement through active learning in cybersecurity. Players can gain hands-on experience in puzzle-based or capture-the-flag type tasks that promote learning. However, novice players with limited prior knowledge in cybersecurity usually found difficult to have a clue to solve a problem and get frustrated at the early stage. To enhance student engagement, it is important to study the experiences of novices to better understand their learning needs. To achieve this goal, we conducted a 4-month longitudinal case study which involves 11 undergraduate students participating in a college-level cybersecurity competition, National Cyber League (NCL) competition. The competition includes two individual games and one team game. Questionnaires and in-person interviews were conducted before and after each game to collect the players' feedback on their experience, learning challenges and needs, and information about their motivation, interests and confidence level. The collected data demonstrate that the primary concern going into these competitions stemmed from a lack of knowledge regarding cybersecurity concepts and tools. Players' interests and confidence can be increased by going through systematic training.
Danmaku is an emerging socio-digital media paradigm that puts anonymous, asynchronous user-generated scrolling comments on videos. (How) can danmaku afford the illusion and realization of social interactions, if at all possible given its interactional incoherence nature? To answer this question, we collect Chinese danmaku users' reflection on their motivations to use this social service and explore the actual practices that meet the needs. According to a preliminary danmaku usage survey, users consider it as an information seeking and emotion venting channel. Through archival analysis of real-world data, we find that danmaku commentaries are relatively short, video-centric, saturated with emotions, and similar in syntactic and semantic features. Users have developed a set of mechanisms adapted to the medium, to leverage such text-based messages to foster interpersonal and hyperpersonal communication for sharing of facts, thoughts, and feelings.
The cold start problem in recommender systems refers to the inability of making reliable recommendations if a critical mass of items has not yet been rated. To bypass this problem existing research focused on developing more reliable prediction models for situations in which only few items ratings exist. However, most of these approaches depend on adjusting the algorithm that determines a recommendation. We present a complimentary approach that does not require any adjustments to the recommendation algorithm. We draw on motivation theory and reward users for rating items. In particular, we instantiate different gamification patterns and examine their effect on the average userâs number of provided report ratings. Our results confirm the positive effect of instantiating gamification patterns on the number of received report ratings.
The development of future cyber terrorism scenarios is a key component in building a more comprehensive understanding of cyber threats that are likely to emerge in the near-to mid-term future. While developing concepts of likely new, emerging digital technologies is an important part of this process, this article suggests that understanding the psychological and social forces involved in cyber terrorism is also a key component in the analysis and that the synergy of these two dimensions may produce more accurate and detailed future cyber threat scenarios than either analytical element alone.