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Article
Publication date: 2 March 2023

Giddeon Njamngang Angafor, Iryna Yevseyeva and Leandros Maglaras

This paper aims to discuss the experiences designing and conducting an experiential learning virtual incident response tabletop exercise (VIRTTX) to review a business's security…

Abstract

Purpose

This paper aims to discuss the experiences designing and conducting an experiential learning virtual incident response tabletop exercise (VIRTTX) to review a business's security posture as it adapts to remote working because of the Coronavirus 2019 (COVID-19). The pandemic forced businesses to move operations from offices to remote working. Given that this happened quickly for many, some firms had little time to factor in appropriate cyber-hygiene and incident prevention measures, thereby exposing themselves to vulnerabilities such as phishing and other scams.

Design/methodology/approach

The exercise was designed and facilitated through Microsoft Teams. The approach used included a literature review and an experiential learning method that used scenario-based, active pedagogical strategies such as case studies, simulations, role-playing and discussion-focused techniques to develop and evaluate processes and procedures used in preventing, detecting, mitigating, responding and recovering from cyber incidents.

Findings

The exercise highlighted the value of using scenario-based exercises in cyber security training. It elaborated that scenario-based incident response (IR) exercises are beneficial because well-crafted and well-executed exercises raise cyber security awareness among managers and IT professionals. Such activities with integrated operational and decision-making components enable businesses to evaluate IR and disaster recovery (DR) procedures, including communication flows, to improve decision-making at strategic levels and enhance the technical skills of cyber security personnel.

Practical implications

It maintained that the primary implication for practice is that they enhance security awareness through practical experiential, hands-on exercises such as this VIRTTX. These exercises bring together staff from across a business to evaluate existing IR/DR processes to determine if they are fit for purpose, establish existing gaps and identify strategies to prevent future threats, including during challenging circumstances such as the COVID-19 outbreak. Furthermore, the use of TTXs or TTEs for scenario-based incident response exercises was extremely useful for cyber security practice because well-crafted and well-executed exercises have been found to serve as valuable and effective tools for raising cyber security awareness among senior leadership, managers and IT professionals (Ulmanová, 2020).

Originality/value

This paper underlines the importance of practical, scenario-based cyber-IR training and reports on the experience of conducting a virtual IR/DR tabletop exercise within a large organisation.

Article
Publication date: 18 March 2024

A.J. Faas and Jhaid Parreno

The purpose of this study is to identify LGBTQ+ perceptions of and experiences with hazards, vulnerabilities and disasters in the San Francisco Bay Area in the USA and to…

Abstract

Purpose

The purpose of this study is to identify LGBTQ+ perceptions of and experiences with hazards, vulnerabilities and disasters in the San Francisco Bay Area in the USA and to co-develop applied projects to “queer” disaster knowledge production and risk reduction activities in the region.

Design/methodology/approach

This is a community science project in which we collaborate with community members to enhance both community and scientific knowledge with the goal of utilizing it to produce a positive change to pressing social issues and their underlying causes. We do this through a series of four focus group workshops to identify community priorities, hazards, vulnerabilities and local action. We follow this with further ethnographic research and projects to apply findings from phase one.

Findings

The authors have found that: LGBTQ+ people in the Bay Area have unique experiences with hazards, vulnerabilities and disasters; there are significant gaps in the representation of LGBTQ+ hazard exposure in local scientific models that we can address through alternative methodologies; and tabletop exercises, learning modules and podcasts help orient and train disaster response agencies and personnel on LGBTQ+ inclusive operations.

Originality/value

This initiative entails novel approaches to community science for disaster risk reduction and creative collaboration with community-based organizations to foster the development of LGBTQ+ inclusive disaster risk reduction and response.

Details

Disaster Prevention and Management: An International Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0965-3562

Keywords

Article
Publication date: 12 June 2023

Pintu Shah and Anuja Agarwal

The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the…

Abstract

Purpose

The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the countermeasures is to improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a promising approach for implementing security education, training and awareness program. In this paper, the researchers propose a tabletop card game called Cyber Suraksha to increase threat awareness and motivate users to adopt recommended security controls for smartphone users. Cyber Suraksha provides an active learning environment for the players. This paper aims to provide the details of the design and evaluation of the game using a between-subjects design.

Design/methodology/approach

The researchers have used constructive learning theory and the Fogg behaviour model (FBM) to design a tabletop card game called Cyber Suraksha. The researchers evaluated the game using a between-subjects design. The participants' responses in the control and intervention groups were collected using the risk behaviour diagnosis scale. Pearson’s Chi-Square test with a 5% significance level was used to test the hypotheses.

Findings

The results indicate that the game is enjoyable and fun. Cyber Suraksha game effectively motivates users to adopt the recommended security control for the targeted behaviour. The results indicate that the participants in the intervention group are 2.65 times more likely to adopt recommended behaviour. The findings of this study provide evidence for the effectiveness of hope and fear appeals in improving cybersecurity awareness.

Research limitations/implications

The generalizability of the study is limited because the sample size is small compared to the total number of smartphone users in India, and only students from computer/IT UG programs in India are used as participants in this study.

Practical implications

This study uses hope and a fear appeal to design an effective serious game. It also demonstrates using the FBM and constructive learning principles for effective serious game design. Cyber Suraksha is effective for the student group and may be tested with other age groups.

Originality/value

To the researchers' knowledge, there are no serious games for cybersecurity awareness focusing on the threats faced by smartphone users based on FBM and constructive learning theory. This research used hope along with a fear appeal to motivate smartphone users to adopt recommended security controls.

Details

Information & Computer Security, vol. 31 no. 5
Type: Research Article
ISSN: 2056-4961

Keywords

Book part
Publication date: 31 January 2024

Erik Champion and Susannah Emery

Engaging with digital heritage requires understanding not only to comprehend what is simulated but also the reasons leading to its creation and curation, and how to ensure both…

Abstract

Engaging with digital heritage requires understanding not only to comprehend what is simulated but also the reasons leading to its creation and curation, and how to ensure both the digital media and the significance of the cultural heritage it portrays are passed on effectively, meaningfully, and appropriately. The United Nations Educational, Scientific, and Cultural Organization defines ‘digital heritage’ to comprise of computer-based materials of enduring value some of which require active preservation strategies to maintain them for years to come.

With the proliferation of digital technologies and digital media, computer games have increasingly been seen as not only depicters of cultural heritage and platforms for virtual heritage scholarship and dissemination but also as digital cultural artefacts worthy of preservation. In this chapter, we examine how games (both digital and non-digital) can communicate cultural heritage in a galleries, libraries, archives, and museums [GLAM] setting. We also consider how they can and have been used to explore, communicate, and preserve heritage and, in particular, Indigenous heritage. Despite their apparently transient and ephemeral nature, especially compared to conventional media such as books, we argue computer games can be incorporated into active preservation approaches to digital heritage. Indeed, they may be of value to cultural heritage that needs to be not only viewed but also viscerally experienced or otherwise performed.

Details

Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Vernacular Knowledge in Galleries, Libraries, Archives, and Museums
Type: Book
ISBN: 978-1-80455-615-3

Keywords

Article
Publication date: 2 January 2023

Enbo Li, Haibo Feng and Yili Fu

The grasping task of robots in dense cluttered scenes from a single-view has not been solved perfectly, and there is still a problem of low grasping success rate. This study aims…

Abstract

Purpose

The grasping task of robots in dense cluttered scenes from a single-view has not been solved perfectly, and there is still a problem of low grasping success rate. This study aims to propose an end-to-end grasp generation method to solve this problem.

Design/methodology/approach

A new grasp representation method is proposed, which cleverly uses the normal vector of the table surface to derive the grasp baseline vectors, and maps the grasps to the pointed points (PP), so that there is no need to add orthogonal constraints between vectors when using a neural network to predict rotation matrixes of grasps.

Findings

Experimental results show that the proposed method is beneficial to the training of the neural network, and the model trained on synthetic data set can also have high grasping success rate and completion rate in real-world tasks.

Originality/value

The main contribution of this paper is that the authors propose a new grasp representation method, which maps the 6-DoF grasps to a PP and an angle related to the tabletop normal vector, thereby eliminating the need to add orthogonal constraints between vectors when directly predicting grasps using neural networks. The proposed method can generate hundreds of grasps covering the whole surface in about 0.3 s. The experimental results show that the proposed method has obvious superiority compared with other methods.

Details

Industrial Robot: the international journal of robotics research and application, vol. 50 no. 3
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 14 March 2024

Louise D. Denne, Emily J. Roberts-Tyler and Corinna Grindle

Evidence-informed decision-making is considered best practice when choosing interventions in applied settings across health, social care and education. Developing that evidence…

Abstract

Purpose

Evidence-informed decision-making is considered best practice when choosing interventions in applied settings across health, social care and education. Developing that evidence base, however, is not straightforward. The pupose of this paper is to describe the process implemented by the Sharland Foundation Developmental Disabilities Applied Behavioural Research and Impact Network (SF-DDARIN) that systematically develops an evidence base for behaviorally based interventions.

Design/methodology/approach

In this case study, the progressive research steps undertaken by the SF-DDARIN to develop the evidence base for an online reading intervention, the Headsprout® Early Reading programme (HER®), which uses behavioural principles to promote learning to read, are described.

Findings

A series of discrete projects targeting gaps in the evidence base for HER® led to funding two randomised controlled trials in England, one in education and one in health and social care.

Originality/value

This case study illustrates an original, creative and effective way of collaborating across academic research departments and applied settings to extend the evidence base for a chosen intervention systematically.

Details

Tizard Learning Disability Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1359-5474

Keywords

Article
Publication date: 5 September 2023

Andrew Fletcher

Significant funding has been made available in the UK for social, behavioural and design research that aims to improve health and wellbeing for older adults. The growing…

Abstract

Purpose

Significant funding has been made available in the UK for social, behavioural and design research that aims to improve health and wellbeing for older adults. The growing importance and use of participatory and co-creative approaches in this field not only reflects a general turn in social research but also seeks to redress power imbalances between researchers and researched. This paper aims to use Miranda Fricker’s concept of “epistemic injustice” as a lens to describe the author’s experience with one such project, and highlight the cautions and considerations that must be made when navigating, handling and amalgamating “other people’s knowledge”.

Design/methodology/approach

Personal and theoretical reflection. Primary data for this paper consists of first-hand insider observations on how different forms of knowledge were treated in an interdisciplinary, intersectoral participatory research context.

Findings

Some participatory studies are hampered by insufficient consideration for a range of ways of thinking, including between researchers and participants, younger and older adults, different academic disciplines or academia and industry. This can harm project integrity and outcomes, potentially eroding trust in academic research.

Originality/value

By reflecting on a recent participatory study in healthy ageing, this paper outlines a theoretical basis to increase the benefits of working with different stakeholders across health and care, design, business and academia. It concludes by suggesting ways that researchers might address epistemic injustice, and so recognise and properly value the range of knowledge types encountered in participatory research.

Details

Quality in Ageing and Older Adults, vol. 25 no. 1
Type: Research Article
ISSN: 1471-7794

Keywords

Article
Publication date: 7 June 2023

Jiale Dong, Weiyong Si and Chenguang Yang

The purpose of this paper is to enhance the robot’s ability to complete multi-step contact tasks in unknown or dynamic environments, as well as the generalization ability of the…

Abstract

Purpose

The purpose of this paper is to enhance the robot’s ability to complete multi-step contact tasks in unknown or dynamic environments, as well as the generalization ability of the same task in different environments.

Design/methodology/approach

This paper proposes a framework that combines learning from demonstration (LfD), behavior tree (BT) and broad learning system (BLS). First, the original dynamic motion primitive is modified to have a better generalization ability for representing motion primitives. Then, a BT based on tasks is constructed, which will select appropriate motion primitives according to the environment state and robot ontology state, and then the BLS will generate specific parameters of the motion primitives based on the state. The weights of the BLS can also be optimized after each successful execution.

Findings

The authors carried out the tasks of cleaning the desktop and assembling the shaft hole on Baxter and Elite robots, respectively, and both tasks were successfully completed, which proved the effectiveness of the framework.

Originality/value

This paper proposes a framework that combines LfD, BT and BLS. To the best of the authors’ knowledge, no similar methods were found in other people’s work. Therefore, the authors believe that this work is original.

Details

Robotic Intelligence and Automation, vol. 43 no. 3
Type: Research Article
ISSN: 2754-6969

Keywords

Content available
Book part
Publication date: 31 January 2024

Abstract

Details

Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Vernacular Knowledge in Galleries, Libraries, Archives, and Museums
Type: Book
ISBN: 978-1-80455-615-3

Case study
Publication date: 8 January 2024

Surajit Ghosh Dastidar, Manoj Das and Shabnam Priyadarshini

After completion of the case study, students will be able to analyze the marketing mix strategy of a firm, discuss the importance of a generic strategy to gain a competitive…

Abstract

Learning outcomes

After completion of the case study, students will be able to analyze the marketing mix strategy of a firm, discuss the importance of a generic strategy to gain a competitive advantage, analyze the basis of consumer segmentation in furniture and highlight the importance of positioning in influencing the overall marketing mix strategy of a firm.

Case overview/synopsis

It was April 18, 2022. Puneet Singh Seehra (Seehra), the owner and director of Shearling Skins Private Limited (Shearling), was visibly worried as he was looking at the recent sales report. Shearling was in the business of manufacturing premium-quality furniture for corporate clients. Seehra was happy about the growth of his company. However, he was lately concerned about the declining sales figures. Some important questions were troubling Seehra. Was competition eating into his business? How could he differentiate Shearling from competition? What was the right marketing strategy for a market dominated by unorganized competitors and a few major players? His head spinning, he leaned back on his chair as he looked out of his office window.

Complexity academic level

The case study can be taught in a graduate-level course in marketing or strategy.

Supplementary materials

Teaching notes are available for educators only.

Subject code

CSS: 8 Marketing

Details

Emerald Emerging Markets Case Studies, vol. 14 no. 1
Type: Case Study
ISSN: 2045-0621

Keywords

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