User identification using games
dc.contributor.author | Buckley, Oliver | |
dc.contributor.author | Hodges, Duncan | |
dc.date.accessioned | 2017-01-31T16:26:02Z | |
dc.date.available | 2017-01-31T16:26:02Z | |
dc.date.issued | 2016-06-21 | |
dc.description.abstract | There is a significant shift towards a digital identity and yet the most common means of user authentication, username and password pairs, is an imperfect system. In this paper we present the notion of using videogames, specifically Tetris, to supplement traditional authentication methods and provide an additional layer of identity validation. Two experiments were undertaken that required participants to play a modified version of Tetris; the first experiment with a randomly ordered set of pieces and the second with the pieces appearing in a fixed order. The results showed that even simple games like Tetris demonstrate significant complexity in the available game states and that while some users displayed repeatable strategic behaviour, others were effectively random in their behaviours exhibiting no discernible strategy or repeatable behaviour. However, some pieces and gameboard scenarios encouraged users to exhibit behaviours that are more unique than others. | en_UK |
dc.identifier.citation | Buckley O, Hodges D. (2016) User Identification Using Games. In: Tryfonas T. (eds) Human Aspects of Information Security, Privacy, and Trust. HAS 2016. Lecture Notes in Computer Science, Volume 9750, Springer, Cham | en_UK |
dc.identifier.uri | http://doi.org/10.1007/978-3-319-39381-0_1 | |
dc.identifier.uri | http://dspace.lib.cranfield.ac.uk/handle/1826/11378 | |
dc.publisher | Springer | en_UK |
dc.rights | Attribution-NonCommercial 4.0 International | |
dc.rights.uri | http://creativecommons.org/licenses/by-nc/4.0/ | |
dc.subject | Forensic computing | en_UK |
dc.subject | Authentication | en_UK |
dc.title | User identification using games | en_UK |
dc.type | Article | en_UK |
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