PhD, University of Cincinnati, 2024, Engineering and Applied Science: Computer Science and Engineering
The meteoric rise in software and technology has altered the paradigm of information security and privacy. Classified information, stored earlier behind locked doors, is now stored on the internet on servers that can be accessed from anywhere on the globe. As a result of these advancements, we are now vulnerable to cyber-attacks. Cyber-attacks are defined as unwelcome attempts to steal, expose, alter, disable, or destroy information through unauthorized access to computer systems. Cyber-attacks are becoming more common and there is a cyber-attack on businesses once every 11 seconds. The rate of detection (or prosecution) is also extremely low and in the US only 0.05% of cyber-attacks get detected. These attacks are carried out by highly skilled professionals, and they result in severe financial losses to individuals and organizations. So, to protect ourselves from these attacks, we need a cybersecurity workforce. The Department of Defense (DoD) defines the cybersecurity workforce as the personnel who secure, defend, and preserve data, networks, net-centric capabilities, and other designated systems by ensuring appropriate security controls and measures are in place. Currently, there is a rising demand for a cybersecurity workforce, but not enough skilled people to fulfill it. There is also a need to create awareness among the general population to mitigate the risks of cyber-attacks.
To address these problems, we have developed a gaming application that can create awareness about the importance of cybersecurity and motivate more people to pursue careers in cybersecurity. Additionally, we analyze the usefulness of this application in various use cases.
Committee: John Franco Ph.D. (Committee Chair); Albert Klein, Jr. Ph.D. L.L.M. J.D. (Committee Member); Jeffrey Kastner Ph.D. (Committee Member); FNU NITIN Ph.D. (Committee Member); William Hawkins Ph.D. (Committee Member)
Subjects: Computer Science