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Immersive and Authentic Learning Environments to Mitigate Security Vulnerabilities in Networked Game Devices

机译:沉浸式和真实的学习环境可缓解网络游戏设备中的安全漏洞

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Growing numbers of consumer entertainment devices such as game consoles and other portable game devices are seeing increased utilization as Internet As such these devices do face the same online threats experienced by other more familiar networked devices such as personal computers, either directed or indirect. Unlike mature personal computing devices, few, if any, software applications exist to provide an indication of attack or compromise of these devices by malicious software or users. Utilizing the same analysis and penetration testing methodologies as networked personal computing devices, the potential for exploitation is examined. The results from this research forms the framework of a 3D immersive game designed to educate the networked game device user about the potential security risks. In the context of a game content taxonomy, a potential mitigation technique is demonstrated utilizing an immersive virtual world game environment in which the player learns about these threats and ways to protect themselves.
机译:越来越多的消费者娱乐设备(例如游戏机和其他便携式游戏设备)随着Internet的使用越来越多。因此,这些设备确实面临着其他更熟悉的联网设备(例如个人计算机)的直接或间接的在线威胁。与成熟的个人计算设备不同,几乎没有(如果有的话)软件应用程序提供恶意软件或用户对这些设备的攻击或破坏的迹象。利用与联网个人计算设备相同的分析和渗透测试方法,研究了利用潜力。这项研究的结果形成了3D沉浸式游戏的框架,旨在向网络游戏设备用户教育潜在的安全风险。在游戏内容分类法的背景下,利用沉浸式虚拟世界游戏环境演示了一种潜在的缓解技术,在该环境中,玩家可以了解这些威胁以及保护自己的方式。

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