Abstract: Effective cybersecurity training is of the utmost importance, given the plethora of attacks that continue to increase in complexity and ubiquity. VR cybersecurity training remains a starkly understudied discipline. Studies that evaluated the effectiveness of VR cybersecurity training over traditional methods are required. An engaging and interactive platform can support knowledge retention of the training material. Consequently, an effective form of cybersecurity training is required to support a culture of cybersecurity awareness. Measurements of effectiveness varied throughout the studies, with surveys and observations being the two most utilized forms of evaluating effectiveness. Further research is needed to evaluate the effectiveness of VR cybersecurity training and traditional training. Additionally, research for evaluating if VR cybersecurity training is more effective than traditional methods is vital. This paper proposes a methodology to compare the two cybersecurity training methods and their effectiveness. The proposed framework includes developing both VR and traditional cybersecurity training methods and delivering them to at least 100 users. A quiz along with a survey will be administered and statistically analyzed to determine if there is a difference in knowledge retention and user satisfaction. The aim of this paper is to bring attention to the need to study VR cybersecurity training and its effectiveness compared to traditional training methods. This paper hopes to contribute to the cybersecurity training field by providing an effective way to train users for security awareness. If VR training is deemed more effective, this could create a new direction for cybersecurity training practices.
Abstract: Since the emergence of e-Commerce, the world of
business has witnessed a radical shift in the way business activities
are conducted. However, the emergence of m-Commerce has further
pushed the boundaries of virtual commerce revolution. As a result,
there seems to be a growing blur in the distinction between e-
Commerce and m-Commerce. In addition, existing definitions for
both forms of commerce highlight characteristics (e.g. type of device
and activity conducted) that may be applicable to both concepts. The
aim of this paper is to identify the characteristics that help define and
delineate between e- and m- Commerce. The paper concludes that
characteristics of mobility, ubiquity and immediacy provide a clearer
and simpler template to distinguish between e-Commerce and m-
Commerce.
Abstract: This paper describes the authorization system
architecture for Pervasive Grid environment. It discusses the
characteristics of classical authorization system and requirements of
the authorization system in pervasive grid environment as well.
Based on our analysis of current systems and taking into account the
main requirements of such pervasive environment, we propose new
authorization system architecture as an extension of the existing grid
authorization mechanisms. This architecture not only supports user
attributes but also context attributes which act as a key concept for
context-awareness thought. The architecture allows authorization of
users dynamically when there are changes in the pervasive grid
environment. For this, we opt for hybrid authorization method that
integrates push and pull mechanisms to combine the existing grid
authorization attributes with dynamic context assertions. We will
investigate the proposed architecture using a real testing environment
that includes heterogeneous pervasive grid infrastructures mapped
over multiple virtual organizations. Various scenarios are described
in the last section of the article to strengthen the proposed mechanism
with different facilities for the authorization procedure.