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The Good, the Bad and the Ugly: A Study of Security Decisions in a Cyber-Physical Systems Game

机译:善恶与丑陋:网络物理系统游戏中的安全决策研究

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摘要

Stakeholders' security decisions play a fundamental role in determining security requirements, yet, little is currently understood about how different stakeholder groups within an organisation approach security and the drivers and tacit biases underpinning their decisions. We studied and contrasted the security decisions of three demographics-security experts, computer scientists and managers-when playing a tabletop game that we designed and developed. The game tasks players with managing the security of a cyber-physical environment while facing various threats. Analysis of 12 groups of players (4 groups in each of our demographics) reveals strategies that repeat in particular demographics, e.g., managers and security experts generally favoring technological solutions over personnel training, which computer scientists preferred. Surprisingly, security experts were not ipso facto better players-in some cases, they made very questionable decisions-yet they showed a higher level of confidence in themselves. We classified players' decision-making processes, i.e., procedure-, experience-, scenario-or intuition-driven. We identified decision patterns, both good practices and typical errors and pitfalls. Our game provides a requirements sandbox in which players can experiment with security risks, learn about decision-making and its consequences, and reflect on their own perception of security.
机译:利益相关者的安全决策在确定安全要求中起着根本性的作用,但是,对于组织内不同利益相关者群体如何处理安全性以及决策的驱动因素和隐性偏见,目前知之甚少。在玩我们设计和开发的桌面游戏时,我们研究并对比了三个人口统计学的安全决策-安全专家,计算机科学家和管理人员。该游戏要求玩家在面对各种威胁的同时管理网络物理环境的安全性。对12组参与者的分析(在我们的每个人口统计数据中有4组)揭示了在特定人口统计数据中重复的策略,例如,管理人员和安全专家通常更喜欢技术解决方案而不是人员培训,计算机科学家更喜欢这种方法。令人惊讶的是,安全专家实际上并不是更好的参与者-在某些情况下,他们做出了非常可疑的决定-但他们对自己的信任度更高。我们对参与者的决策过程进行了分类,即过程,经验,场景或直觉驱动。我们确定了决策模式,包括良好实践以及典型的错误和陷阱。我们的游戏提供了一个需求沙箱,玩家可以在其中测试安全风险,了解决策及其后果,并反思自己对安全的看法。

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