Start Date
30-10-2021 3:30 PM
End Date
30-10-2021 4:00 PM
Location
Online Zoom Session
Abstract
The constant rise of cyber-attacks poses an increasing demand for more qualified people with cybersecurity knowledge. Games have emerged as a well-fitted technology to engage users in learning processes. In this paper, we analyze the emotional parameters of people while learning cybersecurity through computer games. The data are gathered using a non-invasive Brain-Computer Interface (BCI) to study the signals directly from the users’ brains. We analyze six performance metrics (engagement, focus, excitement, stress, relaxation, and interest) of 12 users while playing computer games to measure the effectiveness of the games to attract the attention of the participants. Results show participants were more engaged with parts of the games that are more interactive instead of those that present text to read and type.
Included in
Information Security Commons, Management Information Systems Commons, Technology and Innovation Commons
Emotional Analysis of Learning Cybersecurity with Games using IoT
Online Zoom Session
The constant rise of cyber-attacks poses an increasing demand for more qualified people with cybersecurity knowledge. Games have emerged as a well-fitted technology to engage users in learning processes. In this paper, we analyze the emotional parameters of people while learning cybersecurity through computer games. The data are gathered using a non-invasive Brain-Computer Interface (BCI) to study the signals directly from the users’ brains. We analyze six performance metrics (engagement, focus, excitement, stress, relaxation, and interest) of 12 users while playing computer games to measure the effectiveness of the games to attract the attention of the participants. Results show participants were more engaged with parts of the games that are more interactive instead of those that present text to read and type.