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  1. Static Analysis (SA) in Cybersecurity is a practice aimed at detecting vulnerabilities within the source code of a program. Modern SA applications, though highly sophisticated, lack programming language agnostic generalization, instead requiring codebase specific implementations for each programming language. The manner in which SA is implemented today, though functional, requires significant man hours to develop and maintain, higher costs due to custom applications for each language, and creates inconsistencies in implementation from SA-tool to SA-tool. One promising source of programming language generalization occurs within the compilers used to compile code for programming languages like C, C++, and Java. During the compilation process, source code of varying languages moves through several validation passes before being converted into a grammatically consistent Intermediate Representation (IR). The grammatical consistencies provided by IRs allow the same program derived from different programming languages to be represented uniformly and thus analyzed for vulnerabilities. By using IRs of compiled programming languages as the codebase of SA practices, multiple programming languages can be encompassed by a single SA tool. To begin understanding the possibilities the combination of SA and IRs may reveal, this research presents the following outcomes: 1) a systematic literature search, 2) a literature review, and 3) the classification of existing work pertaining to SA practices using IRs. The results of the study indicate that generalized Static Analysis using IRs is already a common practice in all compilers, but that the extended use of IRs in Cybersecurity SA practices aimed at finding vulnerabilities in source code remains underdeveloped. 
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  2. ZORQ is a gamification software framework designed to increase student engagement within undergraduate Computer Science (CS) education. ZORQ is an attractive learning method that (1) utilizes numerous gamification elements, (2) provides a collaborative, game-development based learning approach, (3) offers an opportunity for students to explore a complex, real-world software development implementation, and (4) provides students with a high level of engagement with the system and a high level of social engagement in its collaborative customization. The usage of ZORQ was assessed using quantitative, qualitative and sentiment analyses in a Data Structures and Algorithms course over five years. The overwhelmingly positive results show that students were satisfied with their user experience and ZORQ was beneficial to their educational experience. By triangulating results from multiple analyses, this study adds to a deeper understanding of how gamification can improve learning and retention and provides a novel, robust, holistic methodology for evaluating user experiences. 
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  3. Abstract—Many organizations use internal phishing campaigns to gauge awareness and coordinate training efforts based on those findings. Ongoing content design is important for phishing training tools due to the influence recency has on phishing susceptibility. Traditional approaches for content development require significant investment and can be prohibitively costly, especially during the requirements engineering phase of software development and for applications that are constantly evolving. While prior research primarily depends upon already known phishing cues curated by experts, our project, Phish Finders, uses crowdsourcing to explore phishing cues through the unique perspectives and thought processes of everyday users in a realistic yet safe online environment, Zooniverse. This paper contributes qualitative analysis of crowdsourced comments that identifies novel cues, such as formatting and typography, which were identified by the crowd as potential phishing indicators. The paper also shows that crowdsourcing may have the potential to scale as a requirements engineering approach to meet the needs of content labeling for improved training tool development. 
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  4. Gamification presents potential benefits in courses that traditionally require the comprehension of complex concepts and a high level of technical and abstract thinking. Courses in Cyber Security Operations (CSO) undergraduate education meet these criterion. This research evaluates organizational constructs that have been applied to gamification applications (GAs) in CSO education. It utilizes framing theory and frame-reflective discourse analysis to outline frames based on engagement levels and analyzes the current distribution of GAs. The following organizational constructs for GAs in data structures and algorithms education apply to CSO education: Enhanced Examination (EE), Visualization of Abstract Ideas (VAI), Dynamic Gamification (DG), Social and Collaborative Engagement (SGE), and Collaborative Gamification Development (CGD). Three additional frames are identified: Missions and Quests (MQ), Simulations (Sim) and Aspirational Learning (AL). MQ GAs have process-driven quests, stories, and/or descriptive scenarios to augment engagement. Sim GAs use environmental immersion to demonstrate real world problem solving while allowing freedom of movement. AL GAs use goal-based designs like Capture The Flag (CTF) missions to enhance engagement. Twenty-seven existing CSO GAs fit within the MQ frame as CSO education lends itself well to these types of experiences. Seventeen CSO GAs fall within the AL GA frame, many of these manifesting as CTF missions. Seventeen CSO GAs fit in the EE Frame due to their optimization in the analysis of learning progress. Nine Sim GAs were successfully deployed in CSO education, followed by 4 VAI, 3 SGE, and 3 DG GAs. 
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  5. Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework. Cyber Security Operations (CSO) education is no exception. CSO education traditionally requires comprehension of complex concepts requiring a high level of technical and abstract thinking. By properly applying gamification to complex CSO concepts, engagement in students should see an increase. While an increase is expected, no comprehensive study of CSO gamification applications (GA) has yet been undertaken to fully synthesize the use and outcomes of existing implementations. To better understand and explore gamification in CSO education, a deeper analysis of current gamification applications is needed. This research outlines and conducts a methodical, comprehensive literature review using the Systematic Mapping Study process to identify implemented and evaluated GAs in undergraduate CSO education. This research serves as both a comprehensive repository and synthesis of existing GAs in cybersecurity, and as a starting point for further CSO GA research. With such a review, future studies can be undertaken to better understand CSO GAs. A total of 74 papers were discovered which evaluated GAs undergraduate CSO education, through literature published between 2007 and June 2022. Some publications discussed multiple GAs, resulting in a total of 80 undergraduate CSO GAs listing at https://bit.ly/3S260GS. The study outlines each GA identified and provides a short overview of each GA. It also provides a summary of engagement-level characteristics currently exhibited in existing CSO education GAs and discusses common themes and findings discovered in the course of the study. 
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  6. This research paper introduces a unique system called ZORQ that is a combination of a game development frame- work and a gamification framework (GDGF). The ZORQ GDGF acts as a catalyst to help motivate students by increasing student engagement and success within undergraduate Computer Science (CS) education, regardless of student experience and background. The dynamic gamification elements utilized within the GDGF make it an attractive learning method for students. After col- laborative game space customization, ZORQ gameplay sees each student tasked with designing a ship movement philosophy and then implementing their own code to autonomously control the ship in an interstellar game space filled with supplies, obstacles, and enemy ships. The particulars of engagements between ships can vary greatly by semester, along with the resources/objects present in the game, depending on the collaborative customization and the independent ship strategies implemented. A preliminary Z O R Q trial was conducted over five years in an undergraduate Data Structures and Algorithms (DSA) course. The ZORQ trial is designed to fulfill the following objectives: 1) implement DSA concepts discussed within the course, 2) identify appropriate problem-solving approaches, 3) apply one or more solutions, 4) build depth with a coding language, 5) bridge the gap between limited concept assignments and large, multi-developer software systems by allowing students to build code within a larger architecture, 6) introduce students to version control, 7) illustrate the use of prior mathematics coursework in practical applications, and 8) introduce unit testing in software systems.In exit surveys, students expressed overwhelming satisfaction with this approach. More than 84% of the students surveyed found the system useful in their educational experience and saw benefit to inspecting a completed software project. 82% of the students found that Z O R Q increased software development com- prehension. 80% enjoyed using their own personal creativity in designing a ship controller, 76% found ZORQ helped them learn how to implement and use DSAs. 71% found the system engaging and found the system interaction to be clear and understandable. Observations of student performance in later courses suggest better student maturity and comprehension in preparation for proposing and implementing their own independent projects. 
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