Exploring factors affecting user's cybersecurity behaviour by using mobile augmented reality app (CybAR)

Hamed Alqahtani, Manolya Kavakli-Thorne

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contributionpeer-review

Abstract

In the field of cybersecurity, human behaviour is considered as the weakest link. Augmented Reality (AR) is one of top technologies that enhances users' experience by overlaying computational information into their reality. In spite of wide range of AR applications in different fields, there exists no AR application that helps to educate users and raise their awareness in cybersecurity aspects. In this paper, authors explore and apply gamification techniques to educate the users with the aim of raising overall cybersecurity awareness by developing a game based on AR techniques as an Android app called named CybAR. This work contributes in identification of the key elements that must be addressed in the AR game for helping the users to prevent cybersecurity attacks using Technology Threat Avoidance Theory (TTAT). TTAT enables the explanation of the engagement of individual users in threat avoidance behaviours and provides a framework at the user level. The paper also highlights the individual' differences that affect cybersecurity avoidance motivation and avoidance behaviour.

Original languageEnglish
Title of host publicationProceedings of the 2020 12th International Conference on Computer and Automation Engineering, ICCAE 2020
Place of PublicationNew York, NY
PublisherAssociation for Computing Machinery, Inc
Pages129-135
Number of pages7
ISBN (Electronic)9781450376785
DOIs
Publication statusPublished - 2020
Event12th International Conference on Computer and Automation Engineering, ICCAE 2020 - Sydney, Australia
Duration: 14 Feb 202016 Feb 2020

Publication series

NameACM International Conference Proceeding Series

Conference

Conference12th International Conference on Computer and Automation Engineering, ICCAE 2020
CountryAustralia
CitySydney
Period14/02/2016/02/20

Keywords

  • Augmented Reality
  • Cyber security
  • Gamification

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