LEADER 03182oam 2200649I 450 001 9910452081203321 005 20200520144314.0 010 $a0-429-25147-5 010 $a1-4665-6656-6 010 $a1-4398-7293-7 024 7 $a10.1201/b12063 035 $a(CKB)2550000000101321 035 $a(EBL)919028 035 $a(OCoLC)794328338 035 $a(SSID)ssj0000651654 035 $a(PQKBManifestationID)12234666 035 $a(PQKBTitleCode)TC0000651654 035 $a(PQKBWorkID)10623394 035 $a(PQKB)11034683 035 $a(MiAaPQ)EBC919028 035 $a(CaSebORM)9781439872932 035 $a(Au-PeEL)EBL919028 035 $a(CaPaEBR)ebr10562534 035 $a(CaONFJC)MIL544806 035 $a(EXLCZ)992550000000101321 100 $a20180331d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aManaging the insider threat $eno dark corners /$fNick Catrantzos 205 $a1st edition 210 1$aBoca Raton, Fla. :$cCRC Press,$d2012. 215 $a1 online resource (357 p.) 300 $aDescription based upon print version of record. 311 $a1-4398-7292-9 320 $aIncludes bibliographical references and index. 327 $aFront Cover; Contents; Foreword; Preface; Author; Chapter 1 - The Problem and Limits of Accepted Wisdom; Chapter 2 - New Research and Contrarian Findings; Chapter 5 - Rethinking Background Investigations; Chapter 6 - Deception and the Insider Threat; Chapter 7 - Lawful Disruption of the Insider Threat; Chapter 8 - Existential Insider Threats; Chapter 9 - Other Insider Threats; Chapter 10 - Consulting for No Dark Corners Implementation; Chapter 11 - Answer Guide; Appendix A: Three Rounds of Delphi Questions; Appendix B: Summary of Delphi Round 1 Findings Accompanying Round 2 Questions 327 $aAppendix C: Summary of Delphi Round 2 Findings Accompanying Round 3 QuestionsAppendix D: Delphi Expert Comments and Stories; Back Cover 330 $aAn adversary who attacks an organization from within can prove fatal to the organization and is generally impervious to conventional defenses. Drawn from the findings of an award-winning thesis, Managing the Insider Threat: No Dark Corners is the first comprehensive resource to use social science research to explain why traditional methods fail against these trust betrayers. In this groundbreaking book, author Nick Catrantzos identifies new management, security, and workplace strategies for categorizing and defeating insider threats.The book begins with proble 606 $aCorporations$xSecurity measures 606 $aEmployee crimes$xPrevention 606 $aSabotage in the workplace$xPrevention 608 $aElectronic books. 615 0$aCorporations$xSecurity measures. 615 0$aEmployee crimes$xPrevention. 615 0$aSabotage in the workplace$xPrevention. 676 $a658.4/73 700 $aCatrantzos$b Nick.$0948495 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910452081203321 996 $aManaging the insider threat$92144065 997 $aUNINA LEADER 13062nam 22008175 450 001 996542669803316 005 20230629172431.0 010 $a3-031-35979-8 024 7 $a10.1007/978-3-031-35979-8 035 $a(MiAaPQ)EBC30622116 035 $a(Au-PeEL)EBL30622116 035 $a(DE-He213)978-3-031-35979-8 035 $a(PPN)272249793 035 $a(EXLCZ)9927531931800041 100 $a20230629d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aHCI in Games$b[electronic resource] $e5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23?28, 2023, Proceedings, Part II /$fedited by Xiaowen Fang 205 $a1st ed. 2023. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2023. 215 $a1 online resource (360 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v14047 311 08$aPrint version: Fang, Xiaowen HCI in Games Cham : Springer,c2023 9783031359781 327 $aIntro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 5th International Conference on HCI in Games (HCI-Games 2023) -- HCI International 2024 Conference -- Contents - Part II -- Contents - Part I -- Games for Learning -- Exploring Virtual Reality (VR) to Foster Attention in Math Practice - Comparing a VR to a Non-VR Game -- 1 Introduction -- 2 Related Work -- 2.1 Connecting Prior Work -- 3 Method -- 3.1 Game Design -- 3.2 Experimental Setup -- 4 Results -- 4.1 Questionnaires -- 5 Conclusion and Discussion -- References -- Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology -- 1 Introduction -- 2 Literature Review -- 2.1 Motivators for Students Learning Through E-Textbooks -- 2.2 Students Experience with E-Textbooks -- 2.3 Teacher's Perception and Experience with E-Textbooks -- 2.4 E-Text Designs and Features -- 2.5 Student Academic Performance with E-Text -- 3 Research Methodology -- 4 Pilot Study and Discussion -- 5 Conclusions -- References -- The Gaming World of Educational Robotics. A Review Study -- 1 Introduction -- 2 The Theoretical Framework of Educational Robotics -- 3 Empirical Studies with LEGO® Robots for Improving Cognitive and Social Skills -- 4 The Effectiveness of LEGO® Robots for Assessing and Enhancing Metacognition -- 5 The Effectiveness of LEGO® Robots for Assessing and Enhancing Executive Functions -- 6 Discussion and Conclusion -- References -- Skull Hunt: An Educational Game for Teaching Biology -- 1 Introduction -- 2 Skull Hunt: The Game -- 2.1 Game Design -- 2.2 Gameplay -- 3 Dashboard -- 3.1 Schools and Visits -- 3.2 Question Editor -- 4 Implementation -- 5 Conclusion -- References. 327 $aDidactical Design Goes Rogue? Children's Playful Explorations While Engaged in Scaffolded Coding Activities Supported by Robots -- 1 Introduction -- 2 Related Work -- 2.1 Educational Robots -- 2.2 Coding Activities -- 3 Theory -- 3.1 Playfulness and Exploration -- 3.2 Scaffolding -- 4 Methodology -- 4.1 Participants -- 4.2 Material -- 4.3 Procedure -- 4.4 Data Collection -- 4.5 Ethical Considerations -- 4.6 Analysis -- 5 Results -- 5.1 Theme 1: Children's Engagement/Disengagement -- 5.2 Theme 2: Children's Playful Explorations -- 6 Discussion -- 6.1 Conclusion and Implications -- References -- Exploring Learners' Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective -- 1 Introduction -- 2 Psychic Entropy: The State Opposite of Flow -- 3 Flow in Educational Games -- 3.1 Information-Processing Model in Educational Games -- 3.2 Interference Factors in the Flow -- 4 Design Strategies for Educational Games -- 4.1 Beginning of Flow -- 4.2 Flow Stage -- 4.3 Exiting of Flow -- 5 Conclusion and Reflection -- References -- Mathmages: e-Sports and Mathematics in the Amazon Region -- 1 Introduction -- 2 Contextual Learning: The ARCS-REACT Approach -- 3 Mathmages at Schools -- 3.1 Early Development -- 3.2 Development -- 3.3 Training -- 3.4 Implementation -- 3.5 Mathmages Arena Tournament -- 3.6 Big Data -- 4 Conclusions -- References -- Enhancing Children's Cultural Empowerment Through Participatory Game Design Based on Hometown Ceramic Culture -- 1 Introduction -- 2 Literature Review -- 2.1 Participatory Game Design with Children -- 2.2 Psychological Empowerment -- 3 Case Study -- 4 Cultural Empowerment Framework with Children -- 4.1 Emotion -- 4.2 Cognition -- 4.3 Relation -- 4.4 Behavior -- 5 Conclusion -- Appendix 1 -- References -- Understanding Players and the Player Experience. 327 $aComparing Hedonic Consumption Experiences Between MOBA Games and Vrides -- 1 Introduction -- 2 Underpinning Theory -- 3 Methodology -- 4 Data Analysis -- 5 Discussion -- References -- Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends - An Exploratory Study*-1pc -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Emotion -- 2.2 Psychophysiological Metrics -- 3 Experimental Setup -- 3.1 Extraction Tools and Procedures -- 3.2 Data Preprocessing -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States "Pain", "Pleasure", and "Neutral" -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- Appendix -- References -- Are Patterns Game for Our Brain? AI Identifies Individual Differences in Rationality and Intuition Characteristics of Respondents Attempting to Identify Random and Non-random Patterns -- 1 Introduction -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Stimuli -- 2.3 Questionnaire -- 2.4 Statistical Methods -- 3 Results -- 3.1 Pattern Identification -- 3.2 Associations -- 4 Discussion and Conclusion -- Appendix -- References -- Understanding Individual Differences in Mental Health and Video Games -- 1 Understanding Individual Differences in Mental Health and Video Games -- 1.1 Hierarchical Taxonomy of Psychopathology -- 1.2 Video Games and Mental Health -- 1.3 Self Determination Theory -- 1.4 Personality Traits and Game Choice -- 1.5 Aims of the Current Study -- 2 Method -- 2.1 Participants -- 2.2 Design -- 2.3 Materials -- 2.4 Procedure -- 3 Results -- 4 Discussion -- References -- An Exploration of Feared Versus Fearless Attack Attitudes Using the Chess Personalities of Virtual Chess Players*-1pc. 327 $a1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Participants -- 3.2 Materials -- 4 Results -- 4.1 The Chessmaster Agreement Percentage with the Moves Made by a Grandmaster -- 4.2 The Chessmaster Agreement Percentage with the Moves Made by a Class-A Player -- 5 General Discussion -- 6 Conclusion -- References -- Biofeedback-Controlled Video Games for Emotional Regulation -- 1 Introduction -- 2 Related Work -- 3 Video Game Design -- 3.1 Capturing Heart Rate -- 3.2 Video Game Mode 1: Color Runner - State: Excited -- 3.3 Video Game Mode 2: Mindful Fishing - State: Relaxed -- 4 Proof of Concept -- 4.1 Methodology -- 4.2 Results -- 5 Conclusion and Future Work -- References -- "Should My Best Prove Insufficient, We Will Find Another Way": Time Loop Mechanics as Expressions of Hope in Digital Games -- 1 Introduction - Digital Games as Science Fictional Medium -- 2 Time Loops as Narrative and Mechanical Devices -- 2.1 Time Loops in Fiction -- 2.2 Time and Mechanics in Digital Games -- 3 Defining the Time Loop Game -- 3.1 The Structure of Time Loop Games -- 3.2 Time Loops and Player Control -- 4 Time Loops as Expressions of Hope -- 4.1 Returnal: Time Loops and Acceptance -- 4.2 Deathloop: Time Loops and Familial Bonds -- 4.3 Outer Wilds: Time Loops, Curiosity, and Hope -- 5 Conclusion -- References -- Your Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad Type -- 1 Introduction -- 1.1 Background -- 1.2 Research Context -- 1.3 Key Contributions -- 2 Literature Review -- 2.1 Gamer Archetypes -- 2.2 Gamification and Hexad -- 3 Method -- 3.1 Participant Recruitment -- 3.2 Survey Collection -- 3.3 Stack Exchange Data -- 3.4 Correlation Analysis and Ablation Study -- 4 Findings -- 4.1 Interesting Correlations -- 4.2 Predicting the Dominant User Behavior -- 4.3 Predicting the Hexad Type -- 5 Discussion -- 5.1 Limitations. 327 $a5.2 Agenda for Future Research -- 6 Conclusion -- References -- Does the Voice Reveal More Emotion than the Face? a Study with Animated Agents -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Subjects -- 3.2 Materials -- 3.3 Procedure -- 4 Data Analysis -- 4.1 Cross-Modal Identification of Emotion -- 4.2 Analysis of Ratings of Emotion Typicality, Sincerity and Intensity -- 5 Discussion and Conclusion -- References -- Expected Human Performance Behavior in Chess Using Centipawn Loss Analysis -- 1 Introduction -- 2 Centipawn Loss Metric -- 3 Designing a Model -- 4 Experimental Results -- 5 Conclusions -- References -- Prediction of Quality of Experience (QoE) of Cloud-Gaming Through an Approach to Extracting the Indicators from User Generated Content (UGC) -- 1 Introduction -- 2 Related Work -- 2.1 Structured and Quantitative QoE Evaluation Approach Based on Questionnaires -- 2.2 Emotion Distribution Learning Approach Based on an Emotion Dictionary -- 3 Method for EDL -- 4 Experiment -- 4.1 Dataset -- 4.2 Extraction of Feature Words Based on the UGC Dataset -- 4.3 Text EDL Approaches -- 5 Results -- 5.1 Reliability and Validity -- 5.2 Structure of EDL -- 6 Discussion and Future Work -- References -- Fiat Lux! Does the Lighting Design Affect Viewers' Perception of an Animated Character Personality? -- 1 Introduction -- 2 Related Work -- 2.1 The Five-Factor Model of Personality -- 2.2 Lighting and Animated Characters -- 3 Methods -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 3.4 Findings -- 4 Discussion and Conclusion -- References -- From Stone Age to New Age Statistics: How Neural Networks Overcome the Irreproducibility Problems in Choice Based Profile Creation -- 1 Introduction -- 2 Materials -- 2.1 Questionnaire -- 2.2 Participants -- 3 Methods -- 3.1 Age Distributions, Male Versus Female. 327 $a3.2 Feature vector construction: One-hot encoding. 330 $aThis two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v14047 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aEducation?Data processing 606 $aComputer networks 606 $aSocial sciences?Data processing 606 $aElectronic commerce 606 $aImage processing?Digital techniques 606 $aComputer vision 606 $aUser Interfaces and Human Computer Interaction 606 $aComputers and Education 606 $aComputer Communication Networks 606 $aComputer Application in Social and Behavioral Sciences 606 $ae-Commerce and e-Business 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aEducation?Data processing. 615 0$aComputer networks. 615 0$aSocial sciences?Data processing. 615 0$aElectronic commerce. 615 0$aImage processing?Digital techniques. 615 0$aComputer vision. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputers and Education. 615 24$aComputer Communication Networks. 615 24$aComputer Application in Social and Behavioral Sciences. 615 24$ae-Commerce and e-Business. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 676 $a004.019 700 $aFang$b Xiaowen$0846724 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996542669803316 996 $aHCI in Games$92885143 997 $aUNISA