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Vít Rusňák

Publications and source records attributed to Vít Rusňák.

4 recordsLinked to original sources

T(r)opical Islands: Visualizing & Understanding Socio-Technical Artifacts

Projects hosted on collaborative software development platforms, such as GitHub, include many non-code artifacts documenting the project's lifecycle, with its challenges, plans, design, and even community. These socio-technical artifacts include, for example, bug reports, feature requests, and forum posts, offering a useful prospect on the project's evolution. However, these artifacts are dispersed over multiple communication channels and written in natural language, making their analysis difficult, as they are fragmented and with considerable noise. We present a 3D visualization approach mapping topics found across a project's socio-technical artifacts onto vegetation-covered islands, where the individual artifacts are depicted as trees of various types. The topic islands rise out of the ocean as they become discussed, to sink again when they are no longer so. We built a prototype implementing the entire visualization pipeline, from data mining to interactive rendering, leveraging machine learning techniques to cluster the artifacts and extract their topics. We present, through several case studies, the insights that our approach elicits about discussions of development topics throughout a project's history. The user study we conducted (N=34) further strengthens our conclusions about its suitability for understanding socio-technical artifacts and their evolution.

cs.SE

Data-driven insight into the puzzle-based cybersecurity training

Puzzle-based training is a common type of hands-on activity accompanying formal and informal cybersecurity education, much like programming or other IT skills. However, there is a lack of tools to help the educators with the post-training data analysis. Through a visualization design study, we designed the Training Analysis Tool that supports learning analysis of a single hands-on session. It allows an in-depth trainee comparison and enables the identification of flaws in puzzle assignments. We also performed a qualitative evaluation with cybersecurity experts and students. The participants apprised the positive influence of the tool on their workflows. Our insights and recommendations could aid the design of future tools supporting educators, even beyond cyber security.

cs.HC

Conceptual Model of Visual Analytics for Hands-on Cybersecurity Training

Hands-on training is an effective way to practice theoretical cybersecurity concepts and increase participants' skills. In this paper, we discuss the application of visual analytics principles to the design, execution, and evaluation of training sessions. We propose a conceptual model employing visual analytics that supports the sensemaking activities of users involved in various phases of the training life cycle. The model emerged from our long-term experience in designing and organizing diverse hands-on cybersecurity training sessions. It provides a classification of visualizations and can be used as a framework for developing novel visualization tools supporting phases of the training life-cycle. We demonstrate the model application on examples covering two types of cybersecurity training programs.

cs.HC

Visual Feedback for Players of Multi-Level Capture the Flag Games: Field Usability Study

Capture the Flag games represent a popular method of cybersecurity training. Providing meaningful insight into the training progress is essential for increasing learning impact and supporting participants' motivation, especially in advanced hands-on courses. In this paper, we investigate how to provide valuable post-game feedback to players of serious cybersecurity games through interactive visualizations. In collaboration with domain experts, we formulated user requirements that cover three cognitive perspectives: gameplay overview, person-centric view, and comparative feedback. Based on these requirements, we designed two interactive visualizations that provide complementary views on game results. They combine a known clustering and time-based visual approaches to show game results in a way that is easy to decode for players. The purposefulness of our visual feedback was evaluated in a usability field study with attendees of the Summer School in Cyber Security. The evaluation confirmed the adequacy of the two visualizations for instant post-game feedback. Despite our initial expectations, there was no strong preference for neither of the visualizations in solving different tasks.

cs.HC