Biblio
This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The workshop participants, 28 teenagers, played a cybersecurity game designed for training undergraduates and professionals in penetration testing. Unlike in learning environments that are simplified for young learners, the game features a realistic virtual network infrastructure. This allows exploring security tools in an authentic scenario, which is complemented by a background story. Our research aim is to examine how young players approach using cybersecurity tools by interacting with the professional game. A preliminary analysis of the game session showed several challenges that the workshop participants faced. Nevertheless, they reported learning about security tools and exploits, and 61% of them reported wanting to learn more about cybersecurity after the workshop. Our results support the notion that young learners should be allowed more hands-on experience with security topics, both in formal education and informal extracurricular events.
This work presents the design and implementation of a large curved display system in a virtual reality (VR) environment that supports visualization of 2D datasets (e.g., images, buttons and text). By using this system, users are allowed to interact with data in front of a wide field of view and gain a high level of perceived immersion. We exhibit two use cases of this system, including (1) a virtual image wall as the display component of a 3D user interface, and (2) an inventory interface for a VR-based educational game. The use cases demonstrate capability and flexibility of curved displays in supporting varied purposes of data interaction within virtual environments.