The use of gamification in cybersecurity education, particularly through capture-the-flag competitions, involves scoring challenges based on their difficulty and the number of teams that solve them. The study investigated how changing the scoring formulas affects competition outcomes, predicting that different formulas would alter score distributions.
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Comparison of Perception of 2020 Election Security Threats Between Young and Old Voters
In this study, results from an extensive survey report college students' and senior citizens' voting concerns during the 2020 presidential election.
Read More...Design and implementation of a cryptographically secure electronic voting infrastructure
In this study, the authors present proposed cryptographic controls for election sites with the hypothesis that this will mitigate risk and remediate vulnerabilities.
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