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The THREAT-ARREST Cyber Range Platform

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Abstract

Emerging technologies are facilitating our daily activities and drive the digital transformation. The Internet of Things (IoT) and 5G communications will provide a wide range of new applications and business opportunities, but with a wide and quite complex attack surface. Several users are not aware of the underlying threats and most of them do not possess the knowledge to set and operate the various digital assets securely. Therefore, cyber security training is becoming mandatory both for simple users and security experts. Cyber ranges constitute an advance training technique where trainees gain hands-on experiences on a safe virtual environment, which can be a realistic digital twin of an actual system. This paper presents the cyber ranges platform THREAT-ARREST. Its design is fully model-driven and offers all modern training features (i.e. emulation, simulation, serious games, and fabricated data). The platform has been evaluated under the smart energy, intelligent transportation, and healthcare domains.

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... In this context, CRXs are primarily developed for the education of students in cybersecurity curricula. Prominent examples are the cyber range platforms KYPO [5,22], CyTrone [3,20] and THREAT-ARREST [12]. CRXs on these platforms with hundreds of participants provide far-reaching insights into how cyber ranges contribute to acquiring practical cybersecurity skills in academic curricula. ...
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Chapter
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Chapter
Cyber ranges are virtual environments used in several contexts to enhance the awareness and preparedness of users to cybersecurity threats. Effectiveness of cyber ranges strongly depends on how much realistic are the training scenarios provided to trainees and on an efficient mechanism to monitor and evaluate trainees’ activities. In the context of the emulation environment of the THREAT-ARREST cyber range platform, in this paper we present a preliminary design of our work in progress towards the definition of a model-driven approach to monitor and evaluate the trainee performance. We enhance the platform emulation environment with an agent-based system that checks trainees’ behavior in order to collect all the trainee’s actions performed while executing a training exercise. Furthermore, we propose a modular taxonomy of the actions that can be exploited for the description of the trainee’s expected behavior in terms of the expected trace, i.e., the sequence of actions that is required for the correct execution of an exercise. We model the expected and actual trainee activities in terms of finite state machines, then we apply an existing algorithm for graph matching to score the trainee performance in terms of graph distance.
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Recent approaches to raise security awareness have improved a lot in terms of user-friendliness and user engagement. However, since social engineering attacks on employees are evolving fast, new variants arise very rapidly. To deal with recent changes, our serious game CyberSecurity Awareness Quiz provides a quiz on recent variants to make employees aware of new attacks or attack variants in an entertaining way. While the gameplay of a quiz is more or less generic, the core of our contribution is a concept to create questions and answers based on current affairs and attacks observed in the wild.
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Recent approaches to raise security awareness have improved a lot in terms of user-friendliness and user engagement. However, since social engineering attacks on employees are evolving fast, new variants arise very rapidly. To deal with recent changes, our serious game Cy-berSecurity Awareness Quiz provides a quiz on recent variants to make employees aware of new attacks or attack variants in an entertaining way. While the gameplay of a quiz is more or less generic, the core of our contribution is a concept to create questions and answers based on current affairs and attacks observed in the wild.
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Social engineering is the clever manipulation of human trust. While most security protection focuses on technical aspects, organisations remain vulnerable to social engineers. Approaches employed in social engineering do not differ significantly from the ones used in common fraud. This implies defence mechanisms against the fraud are useful to prevent social engineering, as well. We tackle this problem using and enhancing an existing online serious game to train employees to use defence mechanisms of social psychology. The game has shown promising tendencies towards raising awareness for social engineering in an entertaining way. Training is highly effective when it is adapted to the players context. Our contribution focuses on enhancing the game with highly configurable game settings and content to allow the adaption to the player’s context as well as the integration into training platforms. We discuss the resulting game with practitioners in the field of security awareness to gather some qualitative feedback.
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This study aims to gain insight into some of the factors that determine the transfer of training to the work context. The present research examined the relationship between three types of predictors on transfer of training, including training design, individual characteristics and work environment. Data was collected at two points in time from 182 employees in a large grocery organization. The results indicated that transfer design, performance self-efficacy, training retention and performance feedback were significantly related to transfer of training. Contrary to expectation, supervisory support was not significantly related to transfer of training. These results suggest that in order to enhance transfer of training, organizations should design training that gives trainees the ability to 282 International Journal of Training and Development transfer learning, reinforces the trainee's beliefs in their ability to transfer, ensures the training content is retained over time and provides appropriate feedback regarding employee job performance following training activities.
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