Visible to the public Biblio

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2021-02-01
Rutard, F., Sigaud, O., Chetouani, M..  2020.  TIRL: Enriching Actor-Critic RL with non-expert human teachers and a Trust Model. 2020 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN). :604–611.
Reinforcement learning (RL) algorithms have been demonstrated to be very attractive tools to train agents to achieve sequential tasks. However, these algorithms require too many training data to converge to be efficiently applied to physical robots. By using a human teacher, the learning process can be made faster and more robust, but the overall performance heavily depends on the quality and availability of teacher demonstrations or instructions. In particular, when these teaching signals are inadequate, the agent may fail to learn an optimal policy. In this paper, we introduce a trust-based interactive task learning approach. We propose an RL architecture able to learn both from environment rewards and from various sparse teaching signals provided by non-expert teachers, using an actor-critic agent, a human model and a trust model. We evaluate the performance of this architecture on 4 different setups using a maze environment with different simulated teachers and show that the benefits of the trust model.
2020-12-01
Geiskkovitch, D. Y., Thiessen, R., Young, J. E., Glenwright, M. R..  2019.  What? That's Not a Chair!: How Robot Informational Errors Affect Children's Trust Towards Robots 2019 14th ACM/IEEE International Conference on Human-Robot Interaction (HRI). :48—56.

Robots that interact with children are becoming more common in places such as child care and hospital environments. While such robots may mistakenly provide nonsensical information, or have mechanical malfunctions, we know little of how these robot errors are perceived by children, and how they impact trust. This is particularly important when robots provide children with information or instructions, such as in education or health care. Drawing inspiration from established psychology literature investigating how children trust entities who teach or provide them with information (informants), we designed and conducted an experiment to examine how robot errors affect how young children (3-5 years old) trust robots. Our results suggest that children utilize their understanding of people to develop their perceptions of robots, and use this to determine how to interact with robots. Specifically, we found that children developed their trust model of a robot based on the robot's previous errors, similar to how they would for a person. We however failed to replicate other prior findings with robots. Our results provide insight into how children as young as 3 years old might perceive robot errors and develop trust.

2020-11-04
[Anonymous].  2018.  Cloud-based Labs and Programming Assignments in Networking and Cybersecurity Courses. 2018 IEEE Frontiers in Education Conference (FIE). :1—9.

This is a full paper for innovate practice. Building a private cloud or using a public cloud is now feasible at many institutions. This paper presents the innovative design of cloudbased labs and programming assignments for a networking course and a cybersecurity course, and our experiences of innovatively using the private cloud at our institution to support these learning activities. It is shown by the instructor's observations and student survey data that our approach benefits learning and teaching. This approach makes it possible and secure to develop some learning activities that otherwise would not be allowed on physical servers. It enables the instructor to support students' desire of developing programs in their preferred programming languages. It allows students to debug and test their programs on the same platform to be used by the instructor for testing and grading. The instructor does not need to spend extra time administrating the computing environments. A majority (88% or more) of the students agree that working on those learning activities in the private cloud not only helps them achieve the course learning objectives, but also prepares them for their future careers.

Sharevski, F., Trowbridge, A., Westbrook, J..  2018.  Novel approach for cybersecurity workforce development: A course in secure design. 2018 IEEE Integrated STEM Education Conference (ISEC). :175—180.

Training the future cybersecurity workforce to respond to emerging threats requires introduction of novel educational interventions into the cybersecurity curriculum. To be effective, these interventions have to incorporate trending knowledge from cybersecurity and other related domains while allowing for experiential learning through hands-on experimentation. To date, the traditional interdisciplinary approach for cybersecurity training has infused political science, law, economics or linguistics knowledge into the cybersecurity curriculum, allowing for limited experimentation. Cybersecurity students were left with little opportunity to acquire knowledge, skills, and abilities in domains outside of these. Also, students in outside majors had no options to get into cybersecurity. With this in mind, we developed an interdisciplinary course for experiential learning in the fields of cybersecurity and interaction design. The inaugural course teaches students from cybersecurity, user interaction design, and visual design the principles of designing for secure use - or secure design - and allows them to apply them for prototyping of Internet-of-Things (IoT) products for smart homes. This paper elaborates on the concepts of secure design and how our approach enhances the training of the future cybersecurity workforce.

Dai, J..  2018.  Situation Awareness-Oriented Cybersecurity Education. 2018 IEEE Frontiers in Education Conference (FIE). :1—8.

This Research to Practice Full Paper presents a new methodology in cybersecurity education. In the context of the cybersecurity profession, the `isolation problem' refers to the observed isolation of different knowledge units, as well as the isolation of technical and business perspectives. Due to limitations in existing cybersecurity education, professionals entering the field are often trapped in microscopic perspectives, and struggle to extend their findings to grasp the big picture in a target network scenario. Guided by a previous developed and published framework named “cross-layer situation knowledge reference model” (SKRM), which delivers comprehensive level big picture situation awareness, our new methodology targets at developing suites of teaching modules to address the above issues. The modules, featuring interactive hands-on labs that emulate real-world multiple-step attacks, will help students form a knowledge network instead of isolated conceptual knowledge units. Students will not just be required to leverage various techniques/tools to analyze breakpoints and complete individual modules; they will be required to connect logically the outputs of these techniques/tools to infer the ground truth and gain big picture awareness of the cyber situation. The modules will be able to be used separately or as a whole in a typical network security course.

Flores, P..  2019.  Digital Simulation in the Virtual World: Its Effect in the Knowledge and Attitude of Students Towards Cybersecurity. 2019 Sixth HCT Information Technology Trends (ITT). :1—5.

The search for alternative delivery modes to teaching has been one of the pressing concerns of numerous educational institutions. One key innovation to improve teaching and learning is e-learning which has undergone enormous improvements. From its focus on text-based environment, it has evolved into Virtual Learning Environments (VLEs) which provide more stimulating and immersive experiences among learners and educators. An example of VLEs is the virtual world which is an emerging educational platform among universities worldwide. One very interesting topic that can be taught using the virtual world is cybersecurity. Simulating cybersecurity in the virtual world may give a realistic experience to students which can be hardly achieved by classroom teaching. To date, there are quite a number of studies focused on cybersecurity awareness and cybersecurity behavior. But none has focused looking into the effect of digital simulation in the virtual world, as a new educational platform, in the cybersecurity attitude of the students. It is in this regard that this study has been conducted by designing simulation in the virtual world lessons that teaches the five aspects of cybersecurity namely; malware, phishing, social engineering, password usage and online scam, which are the most common cybersecurity issues. The study sought to examine the effect of this digital simulation design in the cybersecurity knowledge and attitude of the students. The result of the study ascertains that students exposed under simulation in the virtual world have a greater positive change in cybersecurity knowledge and attitude than their counterparts.

Yuan, X., Zhang, T., Shama, A. A., Xu, J., Yang, L., Ellis, J., He, W., Waters, C..  2019.  Teaching Cybersecurity Using Guided Inquiry Collaborative Learning. 2019 IEEE Frontiers in Education Conference (FIE). :1—6.

This Innovate Practice Full Paper describes our experience with teaching cybersecurity topics using guided inquiry collaborative learning. The goal is to not only develop the students' in-depth technical knowledge, but also “soft skills” such as communication, attitude, team work, networking, problem-solving and critical thinking. This paper reports our experience with developing and using the Guided Inquiry Collaborative Learning materials on the topics of firewall and IPsec. Pre- and post-surveys were conducted to access the effectiveness of the developed materials and teaching methods in terms of learning outcome, attitudes, learning experience and motivation. Analysis of the survey data shows that students had increased learning outcome, participation in class, and interest with Guided Inquiry Collaborative Learning.

2020-08-28
Kommera, Nikitha, Kaleem, Faisal, Shah Harooni, Syed Mubashir.  2016.  Smart augmented reality glasses in cybersecurity and forensic education. 2016 IEEE Conference on Intelligence and Security Informatics (ISI). :279—281.
Augmented reality is changing the way its users see the world. Smart augmented-reality glasses, with high resolution Optical Head Mounted display, supplements views of the real-world using video, audio, or graphics projected in front of user's eye. The area of Smart Glasses and heads-up display devices is not a new one, however in the last few years, it has seen an extensive growth in various fields including education. Our work takes advantage of a student's ability to adapt to new enabling technologies to investigate improvements teaching techniques in STEM areas and enhance the effectiveness and efficiency in teaching the new course content. In this paper, we propose to focus on the application of Smart Augmented-Reality Glasses in cybersecurity education to attract and retain students in STEM. In addition, creative ways to learn cybersecurity education via Smart Glasses will be explored using a Discovery Learning approach. This mode of delivery will allow students to interact with cybersecurity theories in an innovative, interactive and effective way, enhancing their overall live experience and experimental learning. With the help of collected data and in-depth analysis of existing smart glasses, the ongoing work will lay the groundwork for developing augmented reality applications that will enhance the learning experiences of students. Ultimately, research conducted with the glasses and applications may help to identify the unique skillsets of cybersecurity analysts, learning gaps and learning solutions.
2020-07-30
Jaworowska, Małgorzata, Śniadkowski, Mariusz, Wac-Włodarczyk, Andrzej.  2019.  Protection of intellectual property as part of developing the skills of future engineers on their way to innovation. 2019 29th Annual Conference of the European Association for Education in Electrical and Information Engineering (EAEEIE). :1—6.
Diagnostic research methods were designed to draw attention to the needs of future engineers in the field of innovative methods of acquiring knowledge, skills and competencies in the protection of intellectual property in order to prepare for functioning in the economy 4.0.
2020-07-16
Ciupe, Aurelia, Mititica, Doru Florin, Meza, Serban, Orza, Bogdan.  2019.  Learning Agile with Intelligent Conversational Agents. 2019 IEEE Global Engineering Education Conference (EDUCON). :1100—1107.

Conversational agents assist traditional teaching-learning instruments in proposing new designs for knowledge creation and learning analysis, across organizational environments. Means of building common educative background in both industry and academic fields become of interest for ensuring educational effectiveness and consistency. Such a context requires transferable practices and becomes the basis for the Agile adoption into Higher Education, at both curriculum and operational levels. The current work proposes a model for delivering Agile Scrum training through an assistive web-based conversational service, where analytics are collected to provide an overview on learners' knowledge path. Besides its specific applicability into Software Engineering (SE) industry, the model is to assist the academic SE curriculum. A user-acceptance test has been carried out among 200 undergraduate students and patterns of interaction have been depicted for 2 conversational strategies.

2020-02-10
Zojaji, Sahba, Peters, Christopher.  2019.  Towards Virtual Agents for Supporting Appropriate Small Group Behaviors in Educational Contexts. 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). :1–2.
Verbal and non-verbal behaviors that we use in order to effectively communicate with other people are vital for our success in our daily lives. Despite the importance of social skills, creating standardized methods for training them and supporting their training is challenging. Information and Communications Technology (ICT) may have a good potential to support social and emotional learning (SEL) through virtual social demonstration games. This paper presents initial work involving the design of a pedagogical scenario to facilitate teaching of socially appropriate and inappropriate behaviors when entering and standing in a small group of people, a common occurrence in collaborative social situations. This is achieved through the use of virtual characters and, initially, virtual reality (VR) environments for supporting situated learning in multiple contexts. We describe work done thus far on the demonstrator scenario and anticipated potentials, pitfalls and challenges involved in the approach.
2017-09-06
C. Theisen, L. Williams, K. Oliver, E. Murphy-Hill.  2016.  Software Security Education at Scale. 2016 IEEE/ACM 38th International Conference on Software Engineering Companion (ICSE-C). :346-355.

Massively Open Online Courses (MOOCs) provide a unique opportunity to reach out to students who would not normally be reached by alleviating the need to be physically present in the classroom. However, teaching software security coursework outside of a classroom setting can be challenging. What are the challenges when converting security material from an on-campus course to the MOOC format? The goal of this research is to assist educators in constructing software security coursework by providing a comparison of classroom courses and MOOCs. In this work, we compare demographic information, student motivations, and student results from an on-campus software security course and a MOOC version of the same course. We found that the two populations of students differed, with the MOOC reaching a more diverse set of students than the on-campus course. We found that students in the on-campus course had higher quiz scores, on average, than students in the MOOC. Finally, we document our experience running the courses and what we would do differently to assist future educators constructing similar MOOC's.