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This paper introduces a Competence Developing Game (CDG) for the purpose of a cybersecurity awareness training for businesses. The target audience will be discussed in detail to understand their requirements. It will be explained why and how a mix of business simulation and serious game meets these stakeholder requirements. It will be shown that a tablet and touchscreen based approach is the most suitable solution. In addition, an empirical study will be briefly presented. The study was carried out to examine how an interaction system for a 3D-tablet based CDG has to be designed, to be manageable for non-game experienced employees. Furthermore, it will be explained which serious content is necessary for a Cybersecurity awareness training CDG and how this content is wrapped in the game
During the development of a Competence Developing Game’s (CDG) story it is indispensable to understand the target audience. Thereby, CDGs stories represent more than just the plot. The Story is about the
Setting, the Characters and the Plot. As a toolkit to support the
development of such a story, this paper introduces the UserFocused Storybuilding (short UFoS) Framework for CDGs. The Framework and its utilization will be explained, followed by a description of its development and derivation, including an empirical study. In addition, to simplify the Framework use regarding the CDG’s target audience, a new concept of Nine Psychographic Player Types will be explained. This concept of Player Types provides an approach to handle the differences in between players during the UFoS Framework use. Thereby,
this article presents a unique approach to the development of
target group-differentiated CDGs stories.
The integration of sensors is one of the major tasks in embedded, control and “internet of things” (IoT) applications. For the integration mainly digital interfaces are used, starting from rather simple pulse-width modulation (PWM) interface to more complex interfaces like CAN (Controller Area Network). Even though these interfaces are tethered by definition, a wireless realization is highly welcome in many applications to reduce cable and connector cost, increase the flexibility and realize new emerging applications like wireless control systems. Currently used wireless solutions like Bluetooth, WirelessHART or IO-Link Wireless use dedicated communication standards and corresponding higher protocol layers to realize the wireless communication. Due to the complexity of the communication and the protocol handling, additional latency and jitter are introduced to the data communication that can meet the requirements for many applications. Even though tunnelling of other bus data like CAN data is generally also possible the latency and jitter prevent the tunnelling from being transparent for the bus system. Therefore a new basic technology based on dual-mode radio is used to realize a wireless communication on the physical layer only, enabling a reliable and real-time data transfer. As this system operates on the physical layer it is independent of any higher layers of the OSI (open systems interconnection) model. Hence it can be used for several different communication systems to replace the tethered physical layer. A prototype is developed and tested for real-time wireless PWM, SENT (single-edge nibble transmission) and CAN data transfer with very low latency and jitter.
In this work, we report on our attempt to design and implement an early introduction to basic robotics principles for children at kindergarten age. One of the main challenges of this effort is to explain complex robotics contents in a way that pre-school children could follow the basic principles and ideas using examples from their world of experience. What sets apart our effort from other work is that part of the lecturing is actually done by a robot itself and that a quiz at the end of the lesson is done using robots as well. The humanoid robot Pepper from Softbank, which is a great platform for human–robot interaction experiments, was used to present a lecture on robotics by reading out the contents to the children making use of its speech synthesis capability. A quiz in a Runaround-game-show style after the lecture activated the children to recap the contents they acquired about how mobile robots work in principle. In this quiz, two LEGO Mindstorm EV3 robots were used to implement a strongly interactive scenario. Besides the thrill of being exposed to a mobile robot that would also react to the children, they were very excited and at the same time very concentrated. We got very positive feedback from the children as well as from their educators. To the best of our knowledge, this is one of only few attempts to use a robot like Pepper not as a tele-teaching tool, but as the teacher itself in order to engage pre-school children with complex robotics contents.
To train end users how to interact with digital systems is indispensable to ensure a strong computer security. 'Competence Developing Game'-based approaches are particularly suitable for this purpose because of their motivation-and simulation-aspects. In this paper the Competence Developing Game 'GHOST' for cybersecurity awareness trainings and its underlying patterns are described. Accordingly, requirements for an 'Competence Developing Game' based training are discussed. Based on these requirements it is shown how a game can fulfill these requirements. A supplementary game interaction design and a corresponding evaluation study is shown. The combination of training requirements and interaction design is used to create a 'Competence Developing Game'-based training concept. A part of these concept is implemented into a playable prototype that serves around one hour of play respectively training time. This prototype is used to perform an evaluation of the game and training aspects of the awareness training. Thereby, the quality of the game aspect and the effectiveness of the training aspect are shown.
Phase Repeatable Synthesizers as a New Harmonic Phase Standard for Nonlinear Network Analysis
(2018)
Thermal and Optical Study on the Frequency Dependence of an Atmospheric Microwave Argon Plasma Jet
(2019)
MedicVR : Acceleration and Enhancement Techniques for Direct Volume Rendering in Virtual Reality
(2019)
The increasing complexity of Advanced Driver Assistance Systems (ADAS) presents a challenging task to validate safe and reliable performance of these systems under varied conditions. The test and validation of ADAS/AD with real test drives, although important, involves huge costs and time. Simulation tools provide an alternative with the added advantage of reproducibility but often use ideal sensors, which do not reflect real sensor output accurately. This paper presents a new validation methodology using fault injection, as recommended by the ISO 26262 standard, to test software and system robustness. In our work, we investigated and developed a tool capable of inserting faults at different software and system levels to verify its robustness. The scope of this paper is to cover the fault injection test for the Visteon’s DriveCore™ system, a centralized domain controller for Autonomous driving which is sensor agnostic and SoC agnostic. With this new approach, the validation of safety monitoring functionality and its behavior can be tested using real-world data instead of synthetic data from simulation tools resulting in having better confidence in system performance before proceeding with in-vehicle testing.
Water suppliers are faced with the great challenge of achieving high-quality and, at the same time, low-cost water supply. In practice, the focus is set on the most beneficial maintenance measures and/or capacity adaptations of existing water distribution systems (WDS). Since climatic and demographic influences will pose further challenges in the future, the resilience enhancement of WDS, i.e. the enhancement of their capability to withstand and recover from disturbances, has been in particular focus recently. To assess the resilience of WDS, metrics based on graph theory have been proposed. In this study, a promising approach is applied to assess the resilience of the WDS for a district in a major German City. The conducted analysis provides insight into the process of actively influencing the
resilience of WDS