What technology is used in video games and simulations but is not typically associated with User and Entity Behavior Analytics (UEBA)?

Prepare for the WGU ITAS6291 D488 Cybersecurity Architecture and Engineering exam. Use flashcards and multiple-choice questions, each with explanations and guidance. Master your knowledge and excel in your exam!

The correct choice indicates that Virtual Reality (VR) is a technology primarily associated with immersive experiences in video games and simulations but is not typically linked to User and Entity Behavior Analytics (UEBA). UEBA focuses on analyzing user and entity behavior patterns to detect anomalies or potential security threats within a system. While AI (Artificial Intelligence) and other techniques can be integral to behavior analytics, VR is more concerned with creating simulated environments rather than examining behavior for security purposes.

Virtual Reality immerses users in a 3D environment, allowing for interactive experiences that are relatively independent of the real-time behavior data collection that UEBA engages in. In contrast, AI and other analytics tools are often employed within the cybersecurity realm for monitoring and assessing user actions to safeguard information systems. Augmented Reality (AR) can also possess elements that interact with user behaviors, especially in situational awareness and training, but not in the same context as UEBA. Peer-to-Peer (P2P) networking can facilitate data sharing and communication but lacks the specific focus of analyzing user behavior for security insights. Thus, identifying VR as the technology not typically associated with UEBA is accurate.

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