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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.
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.
Phase Repeatable Synthesizers as a New Harmonic Phase Standard for Nonlinear Network Analysis
(2018)
Competence Developing Games (CDGs) are a new concept of how to think about games with serious intentions. In order to emphasize on this topic, a new framework has been developed. It basically relies on learning and motivation theories. This ‘motivational Competence Developing Game Framework’ demonstrates how it is possible to use these theories in a CDG development process. The theoretical derivation and use of the framework is explained in this paper.