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Cybercrime is a growing threat to organizations and individuals worldwide, with criminals using sophisticated techniques to breach security systems and steal sensitive data. This paper aims to comprehensively survey the latest advancements…
Phishing is an especially challenging cyber security threat as it does not attack computer systems, but targets the user who works on that system by relying on the vulnerability of their decision-making ability. Phishing attacks can be used…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Safe exploration aims at addressing the limitations of Reinforcement Learning (RL) in safety-critical scenarios, where failures during trial-and-error learning may incur high costs. Several methods exist to incorporate external knowledge or…
This paper presents a game based on storytelling, in which the players are faced with ethical dilemmas related to software engineering specific issues. The players' choices have consequences on how the story unfolds and could lead to…
Prediction is a well-studied machine learning task, and prediction algorithms are core ingredients in online products and services. Despite their centrality in the competition between online companies who offer prediction-based products,…
This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…
This study examines vulnerabilities in transformer-based automated short-answer grading systems used in medical education, with a focus on how these systems can be manipulated through adversarial gaming strategies. Our research identifies…
A preparation game is a task whereby a player sequentially sends a number of quantum states to a referee, who probes each of them and announces the measurement result. The measurement setting in each round, as well as the final score of the…
Data-driven approaches which aim to identify and predict player engagement are becoming increasingly popular in games industry contexts. This is due to the growing practice of tracking and storing large volumes of in-game telemetries…
Modeling and simulation are widely used in cybersecurity research to assess cyber threats, evaluate defense mechanisms, and analyze vulnerabilities. However, the diversity of application areas, the variety of cyberattacks scenarios, and the…
Cybersecurity increasingly relies on threat hunters to proactively identify adversarial activity, yet the cognitive work underlying threat hunting remains underexplored or insufficiently supported by existing tools. Building on prior…
The hands-on cybersecurity training quality is crucial to mitigate cyber threats and attacks effectively. However, practical cybersecurity training is strongly process-oriented, making the post-training analysis very difficult. This paper…
As modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issue is properly identified and fixed. Attempting to maximize testing…
The ability to accurately predict cyber-attacks would enable organizations to mitigate their growing threat and avert the financial losses and disruptions they cause. But how predictable are cyber-attacks? Researchers have attempted to…
Dyslexia is a specific learning disorder related to school failure. Detection is both crucial and challenging, especially in languages with transparent orthographies, such as Spanish. To make detecting dyslexia easier, we designed an online…
Decision making in modern large-scale and complex systems such as communication networks, smart electricity grids, and cyber-physical systems motivate novel game-theoretic approaches. This paper investigates big strategic (non-cooperative)…
We train embodied agents to play Visual Hide and Seek where a prey must navigate in a simulated environment in order to avoid capture from a predator. We place a variety of obstacles in the environment for the prey to hide behind, and we…
Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for…