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The Tularosa study: An experimental design and implementation to quantify the effectiveness of cyber deception

Proceedings of the Annual Hawaii International Conference on System Sciences

Ferguson-Walter, Kimberly J.; Shade, Temmie B.; Rogers, Andrew V.; Trumbo, Michael C.S.; Nauer, Kevin; Divis, Kristin M.; Jones, Aaron; Combs, Angela; Abbott, Robert G.

The Tularosa study was designed to understand how defensive deception-including both cyber and psychological-affects cyber attackers. Over 130 red teamers participated in a network penetration task over two days in which we controlled both the presence of and explicit mention of deceptive defensive techniques. To our knowledge, this represents the largest study of its kind ever conducted on a professional red team population. The design was conducted with a battery of questionnaires (e.g., experience, personality, etc.) and cognitive tasks (e.g., fluid intelligence, working memory, etc.), allowing for the characterization of a “typical” red teamer, as well as physiological measures (e.g., galvanic skin response, heart rate, etc.) to be correlated with the cyber events. This paper focuses on the design, implementation, data, population characteristics, and begins to examine preliminary results.

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Information Design for XR Immersive Environments: Challenges and Opportunities

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Raybourn, Elaine M.; Stubblefield, William A.; Trumbo, Michael C.S.; Jones, Aaron; Whetzel, Jonathan H.; Fabian, Nathan

Cross Reality (XR) immersive environments offer challenges and opportunities in designing for cognitive aspects (e.g. learning, memory, attention, etc.) of information design and interactions. Information design is a multidisciplinary endeavor involving data science, communication science, cognitive science, media, and technology. In the present paper the holodeck metaphor is extended to illustrate how information design practices and some of the qualities of this imaginary computationally augmented environment (a.k.a. the holodeck) may be achieved in XR environments to support information-rich storytelling and real life, face-to-face, and virtual collaborative interactions. The Simulation Experience Design Framework & Method is introduced to organize challenges and opportunities in the design of information for XR. The notion of carefully blending both real and virtual spaces to achieve total immersion is discussed as the reader moves through the elements of the cyclical framework. A solution space leveraging cognitive science, information design, and transmedia learning highlights key challenges facing contemporary XR designers. Challenges include but are not limited to interleaving information, technology, and media into the human storytelling process, and supporting narratives in a way that is memorable, robust, and extendable.

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Robust automated knowledge capture

Trumbo, Michael C.S.; Haass, Michael J.; Adams, Susan S.; Hendrickson, Stacey M.; Abbott, Robert G.

This report summarizes research conducted through the Sandia National Laboratories Robust Automated Knowledge Capture Laboratory Directed Research and Development project. The objective of this project was to advance scientific understanding of the influence of individual cognitive attributes on decision making. The project has developed a quantitative model known as RumRunner that has proven effective in predicting the propensity of an individual to shift strategies on the basis of task and experience related parameters. Three separate studies are described which have validated the basic RumRunner model. This work provides a basis for better understanding human decision making in high consequent national security applications, and in particular, the individual characteristics that underlie adaptive thinking.

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