Ryotaro Nakata

dblp:226/5083 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0001-8885-848XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Security and privacy · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021
YearPublicationVenuePosition
2024 Motivation and Educational Effectiveness in Teaching Expert Development Project by an Educational Community
abstract
KOSEN, which emphasizes the acquisition of practical skills from the age of 15, is a good fit with the Cyber security body of knowledge. A cyber security education proj ect has occurred at KOSEN, and a project to develop cyber security teaching materials for further teacher training is also underway. In the course of examining the learning effectiveness in this project, we obtained the knowledge that a certain amount of motivation is a critical point to improve the learning effectiveness when using our teaching materials, when cyber security education is viewed from the perspective of gamification. In this study, to make this finding even more effective, we attempted to confirm whether or not Game Based Learning (GBL) enhances motivation and improves learning effectiveness, both in our teaching materials and in teaching materials developed by others, and to gain a foothold for examining the details of the effectiveness of GBL. The validation results show that prior learning in our materials, whether developed by us or not, works effectively in subsequent learning with materials, increasing motivation and positively correlating learning effects with motivation. As a next step, we will obtain further directions for future educational development by further examining which elements contributed to motivation and which were influenced by motivation.
Keiichi Yonemura, Hideyuki Kobayashi, Shinya Oyama, Tatsuki Fukuda, Manabu Hirano, Noriaki Hayashi, Keiichi Shiraishi, Satoru Yamada, Jun Sato, Hisashi Taketani, Yoshinobu Matsuno, Tomoharu Kaeriyama, Masaki Hashimoto, Ryotaro Nakata, Masao Maruyama, Shigenori Akamatsu, Routa Takahashi, Kentaro Noguchi, Seiichi Kishimoto
EDUCON14
2023 Motivation in Teaching Expert Development Project by KOSEN Security Educational Community
abstract
As cyber-attacks intensify, cyber security education in engineering education is becoming increasingly important, and KOSEN, which emphasizes the acquisition of practical skills from the age of 15, is a good fit with the cyber security body of knowledge. The cyber security education project has occurred at KOSEN, and a project to develop cyber security educational materials that also serve as teacher training has been carried out for the past several years, and the educational effects of the developed educational materials have been examined. Educational methods using educational materials can be expected to improve some skills. However, when cyber security education is viewed from the perspective of gamification, motivation for the concepts of attack and defense may contribute to educational effectiveness. In this study, we discussed the motivation that contributes to the effectiveness of skill improvement in practical exercises using educational materials developed through the project we have been working on. We also discussed whether it is possible to enhance life-work balance by considering the project itself as a Role Playing Game, and obtained suggestions on the effectiveness of motivation and how the project can enhance life-work balance.
Keiichi Yonemura, Ryotaro Nakata, Hideyuki Kobayashi, Masaki Hashimoto, Shinya Oyama, Jun Sato, Tatsuki Fukuda, Hisashi Taketani, Manabu Hirano, Satoru Yamada, Keiichi Shiraishi, Satoru Izumi, Noriaki Hayashi, Hiroyuki Okamoto, Hideaki Moriyama, Youichi Fujimoto, Shingo Okamura, Yoshinori Sakamoto, Shigeo Doi, Masao Maruyama, Tomoharu Kaeriyama, Kentaro Noguchi, Seiichi Kishimoto
EDUCON2
2021 CyExec*: Automatic Generation of Randomized Cyber Range Scenarios
Ryotaro Nakata, Akira Otsuka
ICISSP1
2021 Evaluation of Vulnerability Reproducibility in Container-based Cyber Range
abstract
A cyber range, a practical and highly educational information security exercise system, is difficult to implement in educational institutions because of the high cost of implementing and maintaining it. Therefore, there is a need for a cyber range that can be adopted and maintained at a low cost. Recently, container type virtualization is gaining attention as it can create a high-speed and high-density exercise environment. However, existing researches have not clearly shown the advantages of container virtualization for building exercise environments. And it is not clear whether the sufficient vulnerabilities are reproducible, which is required to conduct incident scenarios in cyber range. In this paper, we compare container virtualization with existing virtualization type and confirm that the amount of memory, CPU, and storage consumption can be reduced to less than 1/10 of the conventional virtualization methods. We also compare and verify the reproducibility of the vulnerabilities used in common exercise scenarios and confirm that 99.3% of the vulnerabilities are reproducible. The container-based cyber range can be used as a new standard to replace existing methods.
Ryotaro Nakata, Akira Otsuka
ICISSP1