<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>VirSec - Immersive Security Training within Virtual Reality ⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Max Hedges</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tasmina Islam</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>King's College London</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>London</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Given the proliferation of online services and the ever-accelerating threat posed by online entities, an exploration of other vectors to educate vulnerable online users is now imperative. This paper explores Virtual Reality (VR) technology as a phishing-focused social engineering training tool with 'VirSec'. It is designed not only to inform users of threats, but to immerse users in realistic scenarios. 'VirSec' strives for replay incentive, which is reflected in its immersion-centric design choices and exciting branching-path gameplay structure.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Cyber Security</kwd>
        <kwd>Cyber Security Training</kwd>
        <kwd>Virtual Reality</kwd>
        <kwd>Immersive Learning</kwd>
        <kwd>Phishing 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The infancy-period of the internet saw little to no criminal activity by virtue of its relative
inaccessibility in the public domain. As time has progressed so did the knowledge and
capabilities of cybercriminals. No longer were criminals simply defacing websites – cybercrime
became a vessel for state sponsored corporate espionage and international warfare. Vast scale
financial crimes, such as those committed by the Carabanak/Cobalt Group [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], amount to
billions of dollars in stolen capital from international banks – often though the use of simple
phishing emails.
      </p>
      <p>
        The importance of cyber-security awareness is readily apparent. Personal and corporate
cyber security controls such as encryption, secure coding, and vulnerability assessments –
whilst effective and necessary, are evidently not enough to guarantee one’s online security.
Criminals throughout history have attacked weak points. Why attack multi-layered controls
when you can target a person’s willingness to comply? Or a person’s sense of urgency and fear?
This is where education becomes a driving factor in the stemming of cyber-attacks. One may
urge an internet user or employee to become cyber-security aware, yet many choose to ignore
or deprioritize cyber-awareness by virtue of its erroneously perceived unimportance. A middle
eastern study [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] to determine the level of information security awareness among researchers,
academic staff, and undergraduate students in academic institutions showed alarming levels of
unawareness to cyber-threat indicators and mitigations. The implications of this study raise
2nd International Workshop on CyberSecurity Education for Industry and Academia (CSE4IA 2024)
∗ Corresponding author.
      </p>
      <p>max.hedges@kcl.ac.uk (M. Hedges); tasmina.islam@kc.ac.uk (T. Islam)
0009-0000-8648-4488 (M. Hedges); 0000-0002-6437-8251 (T. Islam)</p>
      <p>© 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
alarms, as subjects lacked cyber-awareness despite the academic aptitude of the participants
involved. Moreover, one could assume that those outside of academia may be even less
informed. It can be argued that the educatory mediums are to blame for this lack of awareness,
and so expansions into Virtual Reality solutions could open up a new door. Users within VR
have the capability to interact directly with their environment using hands and even fingers [3]
using tracking technology. Users can also see through an entirely new perspective – in essence
allowing them to transport to any ‘real’ or fictional location. Virtual reality as a pedagogical
tool is still a new frontier, bounded simply by the age and prevalence of its hardware. However,
the future looks very promising [Section 2.2].</p>
      <p>VirSec is implemented within virtual reality to utilize the immersive capabilities presented
by VR technology. VirSec aims to teach its users to identify cyber-security threats in the
workplace, with a focus on phishing in the form of malicious email identification. Section 2
provides a brief overview of related work in the area as well as justifies and explains VirSec’s
focus. VirSec’s design motives and decisions are then discussed in Section 3, followed by their
implementations and tests in Section 4 and 5 respectively. Section 6 finally concludes the paper
with some indication of future expansions.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <sec id="sec-2-1">
        <title>2.1. Prevalent Attack Vectors</title>
        <p>An Oxford study [4] in 2015 aggregated attack data over the 3 previous years from reports,
news and surveys issued by global market players within cyber security, amassing over 15
million data points to ascertain the most prevalent attack types facing corporations and home
internet users. The most common were found to be: social engineering (phishing), stolen
devices/documents, malware, denial of service, and malicious insiders. As VirSec is a training
application, the latter three vectors, whilst relevant, are impractical to implement. VirSec will
therefore focus on phishing and social engineering, more specifically within the context of
email communication – as despite advents of new technology, 95% of companies still use email
as their main communication tool [5]. Email communication allows VirSec to also train users
in the identification of malware within email attachments and links.</p>
        <p>Social engineering is the manipulation of fellow human users to grant some degree of
unauthorized access to the attacker. Phishing is a form of social engineering whereby attackers
attempt to obtain sensitive information from a victim (login credentials, bank details, personal
info etc) for some malicious end. Phishing as a technique will almost never be upfront with its
intentions, it will instead play on several principles of social engineering. Workman [6]
categorized these ‘weapons of influence’ into 7 distinct approaches: Commitment and
Consistency, Reciprocation, Social Proof, Likeability and Trust, Authority Scarcity and Fear. It’s
worth noting that attacks commonly involve some combination of the aforementioned
principles for maximum effect.</p>
        <p>Stolen (sensitive) devices/documents refer to the theft of devices/items containing
information that can be used for a cyber-attack (potentially within a separate social engineering
attack). It is worth noting attackers may not even need to obtain the physical item but can
simply take a photograph or commit the information to memory for use in a later attack. The
most common misplaced sensitive items are as follows [7]: Laptops, Mobile Phones, USB Drives,
Sensitive Documents, Written Passwords, Company ID Cards.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Efficacy of VR For Learning</title>
        <p>A persistent and prevalent issue with current education systems is student engagement [8].
Traditional methods of learning are confined to a combination of written and auditory
comprehension. This form of learning lends itself to lack of student engagement [9], a driving
factor in rates of academic failure and dissatisfaction. Virtual reality technology has the
capability to provide its users with a level of immersion conducive to engagement and interest.
As an example, Costa and Melotti [10] found that archaeology exhibits that contained virtual
reality elements showed a massive spike in public interest and engagement.</p>
        <p>Another prominent issue that can be addressed within VR is the lack of perceived relevancy
of learning material. Students may perceive a disconnect between the information in front of
them and its ‘real-world’ applications. Forms of learning in which the learner is provided with
a ‘real-world’ feel have been described as ‘situated’ learning [11], where the disparity between
the learning material and its real-world application is minimized. A case study [12] compared
traditional textbook-based learning with VR education using ‘zSpace’ – an immersive
educational company utilizing VR. Students using zSpace reported higher satisfaction and
enjoyment than those students learning through traditional methods. The test results also
showed that the zSpace group performed significantly better in all topic exams than the
traditional learning group.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. VR Cyber Security Training Simulations</title>
        <p>The following simulations best highlight common shortfalls of cyber training simulations.
2.3.1. KIPS Power Station Simulation
‘KIPS (Kaspersky Interactive Protection Simulation) Power Station VR’ [13] is a cyber-security
strategy game developed within virtual reality that mimics the real-world operations of a power
plant as closely as possible. Players are divided into teams of 2-4, and each must devise a
cybersecurity strategy by selecting from available proactive and reactive resources such as
network segmentation and anti-virus installations. At the end of each round the scores of the
teams are calculated and displayed, where a teams’ score reflects the accuracy of their decision
making. KIPS strives for realism, and in doing so limits its relevancy. Its forced-multiplayer
feature combined with its 2+ hour gameplay loop discourages frequent plays, and therefore
limits one’s ability to ‘train’ using it. Players are also limited in their environmental interaction
– simply being allowed to arrange cards, impacting relevancy and engagement.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.3.2. OneBonsai Training Simulator</title>
        <p>OneBonsai’s ‘Cyber Security Awareness VR’ is a cyber awareness training simulator [14] that
aims to make players aware of cyber threats within a corporate (office) setting. Players can
move around the office and scan various objects around the room i.e., confidential documents,
whiteboards etc. A tablet will display information about focused items and give the player
options to deal with the item/information about the security risk that the item poses. Unlike
KIPS, OneBonsai’s simulation is highly generic, but perhaps to the point of contrivance, which
may impact relevancy (but perhaps less so than KIPS). Its simple, short and concise gameplay
may enhance replayability on one hand, yet harm it by virtual of its negligible challenge. Player
movement is also restricted to joystick only, which lends itself to nausea (motion sickness) for
those inexperienced with Virtual Reality applications.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Design</title>
      <sec id="sec-3-1">
        <title>3.1. Requirements</title>
        <p>VirSec’s design followed an iterative approach, with progressive adjustments being made upon
the testing specified in Section 5. The following subsections outline VirSec’s broader
functionality, as well as some other platform considerations.</p>
        <p>VirSec’s simulation and training requirements have been gathered through reviewing literature
on attack data [4], and the shortfalls of existing VR simulations [13,14] as discussed in Section
2.3.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Development Platforms</title>
        <p>Four development platforms have been considered based on usage: Unity3D, Unreal Engine,
Godot Engine and CryEngine. Community support generally holds the most importance when
attempting to implement a novel application, as one must draw from existing skillsets to learn
quickly and efficiently. Unity3D maintains the highest number of active users and therefore a
more comprehensive support network, whilst also offering a free edition unlike CryEngine.
Godot Engine is also offered for free but has a far smaller community. Unity3D also has far
more comprehensive support for VR and AR devices, with libraries such as the XR interaction
toolkit [15]. VirSec therefore opts for implementation within Unity3D.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Simulations</title>
        <p>Malicious emails often have detectable indicators [16], giving malicious email detection viability
as a training simulation, as trainees will be able to hone their detections abilities in a situated
learning environment. The format is appropriate as it naturally allows for many email types
and ‘weapons of influence’ (section 2.1) to be considered at once (email inboxes) without
simulations becoming too contrived.</p>
        <p>VirSec’s email simulation will take place on a realistic computer setup and screen. Once the
simulation is entered, the user will be greeted with a realistic computer desktop screen, which
they can interact with to open an email inbox.</p>
        <sec id="sec-3-3-1">
          <title>Emails within the inbox can be categorized as follows:</title>
          <p>•
•
•
•</p>
          <p>Benign (Unimportant) – Emails that pose no threat to the user and should therefore
be ignored (can also be replied to).</p>
          <p>Benign (Important) – Emails that pose no threat to the user yet are important emails,
and so should be replied to.</p>
          <p>Malicious – Malicious emails that pose a threat to the user and the user alone.
Critically Malicious – Malicious emails that pose a threat to the organization the user
works for via the user’s corporate credentials (Phishing and Social Engineering) as well
as malware attached to emails and within links.</p>
          <p>The inclusion of such variation is to more closely mimic email variations in real-world inboxes;
most corporate emails will fall into the 4 categories presented. The variation also provokes
much more thought from the user, adding an element of difficulty that makes the user think
laterally. Scores for correct/incorrect choices will reflect the severity of the error.</p>
          <p>The Sensitive Item Identification Simulation (Section 3.1) will take place within a company
break room to enhance relevancy and placing players within a situated learning environment.
Users will spawn within the room and will be able to traverse the space looking for objects.
Users will be prompted to dispose of sensitive objects, i.e. ID cards, by physically throwing them
away, providing education to counter the ‘trashing’ attack [17]. Score will be deducted for
incorrect answers and augmented for correct answers.</p>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Immersive Branching Path Gameplay</title>
        <p>Immersion is the key distinguisher between VirSec (and other VR simulators) and traditional
forms of cyber security awareness training. It is important to note that immersion is not
imparted on a VR simulation by default; immersion lies in an effective utilization of VR’s
capabilities and intelligent immersion-centric design choices to make the user feel as though
they are performing a real-world task. VirSec forgoes immersion-breaking user interfaces –
instead showing a small ‘hint texts’ to explain items (Figure 3).</p>
        <p>The logical gameplay flow in existing implementations of VR cyber awareness trainers
[Section 2.3] remains consistent across multiple play instances, but VirSec’s gameplay flow will
be branching path in nature. Players will traverse the gameplay tree (Figure 2) differently with
decisions they make within individual simulations. Users will spawn in the main room and be
able to transition to the ‘Home PC’ to view a tutorial or straight to the office PC for the email
simulation. The number of emails handled determines the next stage – if they handle enough,
they go to the break room, otherwise they transition to the boss’ office (note that the quality of
email handling has not been factored in yet). Major errors in the previous simulation will bring
users to the quick time emergency breach simulation (Figure 7), in which they must respond
quickly and accurately to a multiple-choice breach question. If users in the boss’s office did
not make a major error in email handling, they progress to the sensitive item identification
simulation. If users at the break room did not make a major error, then progress to an ending.
Once users complete either their sensitive item or breach simulation, they progress to the
ending – where they are presented with the ‘name’ of their unique ending, the path they took,
and the score they achieved.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Implementation</title>
      <sec id="sec-4-1">
        <title>4.1. User Interaction/Movement</title>
        <p>The movement and user interaction within VirSec makes heavy use of Unity’s XR Interaction
toolkit [15] - a unity package to streamline the process of handling VR and AR
(AugmentedReality) head and controller inputs. Disparities in rotational and lateral head movement
between the player and the player’s perspective often induce nausea [18] in users - particularly
if they’re not conditioned for VR usage. VirSec employs a teleportation method to completely
remove disparities in lateral head movement by using a combination of Unity’s XR Interaction
tools to create a teleportation ray incident from the player’s left hand.</p>
        <p>VirSec further utilizes the XR interaction toolkit to allow objects to be picked up with users’
right hands. Players use object handling and collision to transition between rooms and
simulations, as well as dispose of items in the sensitive item identification simulation.
Sources for all non-native assets used in VirSec can be found in Appendix B.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Transitional Spaces</title>
        <p>VirSec forgoes an immersion breaking main menu interface for a home room from which users
can: view controls written on a whiteboard (Figure A.5); pick up and touch a key to the front
door to transport to the office; throw a pillow onto a bed to quit the application (go to sleep);
and place a keyboard onto a table (start working on your PC), which initiates a perspective
zoom into the computer monitor – fading into the home PC simulation which displays an
introductory simulation context on an interactable desktop (Figure A.1). The ‘office’ and the
‘break room’ (Figure 5) are both transitional spaces as well as simulations. Users can walk inside
the office before placing a keyboard onto the desk to begin the email simulation. The break
room functions as both a space for the sensitive item identification simulation in which the
room will be populated with objects (Figure A.2), as well as a transitional space after the email
simulation (which appears tidy).</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Malicious Email Simulation</title>
        <p>Upon transition to the email simulation from the office room, users’ perspectives will travel
toward the PC monitor with a fade-in to maintain immersion. Users will then be greeted with
a realistic and interactable desktop (Figure 6) where they have options to start the email
simulation, open the tutorial, or interact with a menu button (Figure A.3). Upon starting the
simulation, the browser window will open (as well as an icon in the toolbar) with an already
(randomly) populated inbox (Figure 6). The email pool contains an even ratio of all email types;
inboxes include all emails in the email pool (easily adjusted).
As in section 3.3, users can navigate through emails using the scroll bar and can select emails
by aiming their interaction laser and using their respective ‘interact’ input – opening the email
contents. They can choose to reply (takes 1 second), ignore (instant) or report (will be prompted
to select a report type – either phishing, malware or financial). The number of emails handled
will be displayed for the user; users will have 2 minutes to handle as many emails as they can.
They must do so as accurately as possible. Once 2 minutes is up, the number of handled emails
is saved for their gameplay loop, and they progress to the appropriate transitional space (Section
4.2 and 4.4).</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Secondary Simulations &amp; Endings</title>
        <p>Users who handle &lt; 15 emails progress to the boss’s office (Figure 4), where appropriate dialogue
will appear (Figure A.4) to indicate their transition to the cleaning simulation. The break room
will transform from a transitional space to the sensitive item identification simulation (Figure
A.2), where they must correctly identify and dispose of sensitive items by physically throwing
them in a trash bin. Players can dispose the following: ID card, written password, sensitive
documents, flash drive, as well as 4 benign items. Users are given 1 minute to dispose item and
are penalized for throwing away benign items/leaving sensitive items after the simulation, and
rewarded for disposing of sensitive items Users have a 50% chance to cause a ‘major breach’ if
they replied to a malicious email, and a 100% chance if they replied/ignored a critically
malicious email. If a major breach has been caused, a user’s third stage in their gameplay flow
will always be the emergency response simulation (Figure 7). All 9 unique gameplay tree
traversals are named and will be displayed (Figure 9) along with their score, providing replay
incentive to both achieve all endings, as well as a higher score. The path the player took through
the simulations will also be shown on the ending panel.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. ‘Debug Log’ Testing</title>
      <p>Email content is input via CSV file, which includes both visible content and meta information
(email type, handling information) to instantiate email inbox entries, as well as allow scripts to
determine the accuracy (or inaccuracy) of player inputs. It is critical that the simulation
identifies correct email handling, as well as the severity of incorrect email handling i.e. if simply
to deduct score or trigger a major breach. All score updates and general simulation logic are
handled by a few central scripts (Figure D.1), in which a Unity3D ‘Debug.Log’ function can be
used to print events as they happen (Appendix E) - which can be used to test for correct
simulation function throughout. Object collisions play a huge part in VirSec’s gameplay by
facilitating transitions between game states. Correct console outputs for all collision tests can
be observed below:
The emergency breach simulation, having only two outcomes (correct and incorrect answers),
can be exhaustively tested (Figure 9). The email simulation has been selectively tested with the
following disparate cases: Incorrectly replying to a normal malicious email; Incorrectly
ignoring a critically malicious email; Correctly ignoring a benign unimportant email;
Correctly reporting a critically malicious email (including type).</p>
      <p>The console (Figure 9) correctly outputs the corresponding behaviors (note the ‘Breach Made’
console output is caused by ignoring a critically malicious email).</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>VirSec is modular in nature. The email simulation lends itself to easy extension – both in type
and quantity. The sensitive item identification simulation can be augmented by simply adding
more candidate items, and scenarios can be added freely to the emergency breach simulation.
VirSec facilitates the addition of new gameplay tree nodes (simulations and intermediary
rooms); one could create arbitrary simulations and append them somewhere in the gameplay
loop - adding new transitions and endings accordingly. This allows for virtually infinite
simulation extensions, with each new one exponentially increasing the possible unique paths
and endings one could take through the experience. An addition of a score tracking and/or
achievement dashboard would perhaps give users a more tangible incentive for repeat
playthroughs – e.g., graphing players’ progress over time to incentivize progression. Score
tracking information could also be used to give players tailored guidance for improvements in
their simulation performance, to provide direction for those struggling, and allow
highperforming players to hone their abilities even further. An online leaderboard component could
add a further competitive element; users would practice for top scores in both individual
simulations and general playthroughs, creating an even stronger replay incentive.</p>
      <p>VirSec stands as a pillar of example for what can be done within our means and can be seen
as a prototype for novel education, not just in cyber security, but also for other academic areas
in which learning methods have stagnated. Whilst virtual reality technology remains a novelty
for many, the sands are beginning to shift as hardware developments begin to offer affordable
and more portable alternatives. It is time for pedagogy to begin exploring and leveraging
advanced technologies for the benefit of both individuals and corporations. Cyber threats are
ever evolving; it would seem foolish for our education on them to not follow suit.
[3] K. Dorfmuller-Ulhaas and D. Schmalstieg, "Finger tracking for interaction in augmented
environments," in Proceedings IEEE and ACM International Symposium on Augmented
Reality, IEEE, Oct. 2001, pp. 55-64.
[4] A. Bendovschi, "Cyber-attacks–trends, patterns and security countermeasures," Procedia</p>
      <p>Economics and Finance, vol. 28, pp. 24-31, 2015.
[5] V. Bolden-Barrett, “Despite new technologies, 95% of companies still use email as Main
Communication Tool,” HR Dive, URL:
https://www.hrdive.com/news/despite-newtechnologies-95-of-companies-still-use-email-as-main-communic/445490/ (accessed Apr.
3, 2024).
[6] M. Workman, "Gaining access with social engineering: An empirical study of the threat,"</p>
      <p>Information Systems Security, vol. 16, no. 6, pp. 315-331, 2007.
[7] "ArcGIS dashboards," URL:
https://colpolice.maps.arcgis.com/apps/dashboards/60499304565045b0bce05d2ca7e1e56c,
[Accessed: Jul. 15, 2013]
[8] E. Hu-Au and J. J. Lee, "Virtual reality in education: a tool for learning in the experience
age," International Journal of Innovation in Education, vol. 4, no. 4, pp. 215-226, 2017.
[9] Ö. Delialioğlu, "Student engagement in blended learning environments with lecture-based
and problem-based instructional approaches," Journal of Educational Technology &amp;
Society, vol. 15, no. 3, pp. 310-322, 2012.
[10] N. Costa and M. Melotti, "Digital media in archeological areas, virtual reality and
hypertourism," Sociology Mind, vol. 2, no. 1, pp. 53-61, 2012.
[11] J. P. Gee, "Situated language and learning: A critique of traditional schooling," Psychology</p>
      <p>Press, 2004.
[12] A. Aljumaiah and Y. Kotb, “The impact of using zSpace system as a virtual learning
environment in Saudi Arabia: A case study,” Education Research International, vol. 2021, pp.
1–12, Dec. 2021. doi:10.1155/2021/2264908
[13] "Kaspersky Interactive Protection Simulation Virtual Reality," URL:
https://media.kaspersky.com/en/enterprise-security/KIPS</p>
      <p>VR_Product_Leaflet_Web_A4_EN.pdf, [Accessed: Jul. 20, 2021]
[14] "Cybersecurity awareness VR for companies," OneBonsai, URL:
https://onebonsai.com/vrtraining/cybersecurity-awareness-training-in-vr/, [Accessed: Jul. 21, 2023]
[15] “XR Interaction Toolkit: XR interaction toolkit: 2.4.3," XR Interaction Toolkit | 2.4.3, URL:
https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.4/manual/index.ht
ml, [Accessed: Aug. 03]
[16] R. Amin, J. Ryan, and J. van Dorp, "Detecting targeted malicious email," IEEE Security &amp;</p>
      <p>
        Privacy, vol. 10, no. 3, pp. 64-71, 2011.
[17] [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] “Trashing: From dumpster diving to data dumps,” Social Engineering, pp. 69–88, Mar.
      </p>
      <p>2022. doi:10.7551/mitpress/12984.003.0008
[18] C. Regan, "An investigation into nausea and other side-effects of head-coupled immersive
virtual reality," Virtual Reality, vol. 1, no. 1, pp. 17-31, 1995.</p>
    </sec>
    <sec id="sec-7">
      <title>Appendices</title>
    </sec>
    <sec id="sec-8">
      <title>A. Additional Simulation Images</title>
      <p>Figure A.2: Populated Break Room for Sensitive Item Identification.</p>
      <p>Figure A.3: Email Simulation Tutorial.</p>
      <p>Figure A.4: Boss’s Office Dialogue.</p>
      <p>Figure A.5: Home Room Whiteboard.</p>
    </sec>
    <sec id="sec-9">
      <title>B. Asset Resources</title>
      <p>“CGTrader”, URL: https://www.cgtrader.com/
“TurboSquid”, URL: https://www.turbosquid.com/
“Poly Haven”, URL: https://www.polyhaven.com/</p>
    </sec>
    <sec id="sec-10">
      <title>C. Simulation Scoring</title>
      <p>The scores below were set intuitively, and reward players for identifying the exact nature of
emails and handling them appropriately. Score change potential is greatest with the most
malicious emails i.e. replying to the most dangerous emails incur the highest penalty, whilst
(correctly) reporting them provide the greatest reward. Players will incur a 100 point penalty
for causing a breach, but can make up 40 points by correctly handling it.</p>
      <sec id="sec-10-1">
        <title>Benign (Unimportant) Benign (Important)</title>
      </sec>
      <sec id="sec-10-2">
        <title>Malicious</title>
        <p>(Normal)
Malicious (Critical)</p>
      </sec>
    </sec>
    <sec id="sec-11">
      <title>D. Object/Script Diagrams</title>
    </sec>
    <sec id="sec-12">
      <title>E. Testing Code Snippets</title>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>S.</given-names>
            <surname>Hasham</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Joshi</surname>
          </string-name>
          , and
          <string-name>
            <given-names>D.</given-names>
            <surname>Mikkelsen</surname>
          </string-name>
          ,
          <article-title>"Financial crime and fraud in the age of cybersecurity,"</article-title>
          <source>McKinsey &amp; Company</source>
          ,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>S.</given-names>
            <surname>Al-Janabi</surname>
          </string-name>
          and
          <string-name>
            <given-names>I.</given-names>
            <surname>Al-Shourbaji</surname>
          </string-name>
          ,
          <article-title>"A study of cyber security awareness in educational environment in the middle east,"</article-title>
          <source>Journal of Information &amp; Knowledge Management</source>
          , vol.
          <volume>15</volume>
          , no.
          <issue>01</issue>
          , p.
          <fpage>1650007</fpage>
          ,
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>