17 research outputs found

    A heuristic polynomial algorithm for local inconsistency diagnosis in firewall rule sets

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    Firewall ACLs can contain inconsistencies. There is an inconsistency if different actions can be taken on the same flow of traffic, depending on the ordering of the rules. Inconsistent rules should be notified to the system administrator in order to remove them. Minimal diagnosis and characterization of inconsistencies is a combinatorial problem. Although many algorithms have been proposed to solve this problem, all reviewed ones work with the full ACL with no approximate heuristics, giving minimal and complete results, but making the problem intractable for large, real-life ACLs. In this paper we take a different approach. First, we deeply analyze the inconsistency diagnosis in firewall ACLs problem, and propose to split the process in several parts that can be solved sequentially: inconsistency detection, inconsistent rules identification, and inconsistency characterization. We present polynomial heuristic algorithms for the first two parts of the problem: detection and identification (diagnosis) of inconsistent rules. The algorithms return several independent clusters of inconsistent rules that can be characterized against a fault taxonomy. These clusters contains all inconsistent rules of the ACL (algorithms are complete), but the algorithms not necessarily give the minimum number of clusters. The main advantage of the proposed heuristic diagnosis process is that optimal characterization can be now applied to several smaller problems (the result of the diagnosis process) rather than to the whole ACL, resulting in an effective computational complexity reduction at the cost of not having the minimal diagnosis. Experimental results with real ACLs are given.Ministerio de EducaciĂłn y Ciencia DPI2006-15476-C02-0

    A power efficient MAC protocol for wireless body area networks

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    Modelling Security of Critical Infrastructures: A Survivability Assessment

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    Critical infrastructures, usually designed to handle disruptions caused by human errors or random acts of nature, define assets whose normal operation must be guaranteed to maintain its essential services for human daily living. Malicious intended attacks to these targets need to be considered during system design. To face these situations, defence plans must be developed in advance. In this paper, we present a Unified Modelling Language profile, named SecAM, that enables the modelling and security specification for critical infrastructures during the early phases (requirements, design) of system development life cycle. SecAM enables security assessment, through survivability analysis, of different security solutions before system deployment. As a case study, we evaluate the survivability of the Saudi Arabia crude-oil network under two different attack scenarios. The stochastic analysis, carried out with Generalized Stochastic Petri nets, quantitatively estimates the minimization of attack damages on the crude-oil network

    A New MANET Wormhole Detection Algorithm Based on Traversal Time and Hop Count Analysis

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    As demand increases for ubiquitous network facilities, infrastructure-less and self-configuring systems like Mobile Ad hoc Networks (MANET) are gaining popularity. MANET routing security however, is one of the most significant challenges to wide scale adoption, with wormhole attacks being an especially severe MANET routing threat. This is because wormholes are able to disrupt a major component of network traffic, while concomitantly being extremely difficult to detect. This paper introduces a new wormhole detection paradigm based upon Traversal Time and Hop Count Analysis (TTHCA), which in comparison to existing algorithms, consistently affords superior detection performance, allied with low false positive rates for all wormhole variants. Simulation results confirm that the TTHCA model exhibits robust wormhole route detection in various network scenarios, while incurring only a small network overhead. This feature makes TTHCA an attractive choice for MANET environments which generally comprise devices, such as wireless sensors, which possess a limited processing capability

    XPIR: Private Information Retrieval for Everyone

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    A Private Information Retrieval (PIR) scheme is a protocol in which a user retrieves a record from a database while hiding which from the database administrators. PIR can be achieved using mutually-distrustful replicated databases, trusted hardware, or cryptography. In this paper we focus on the later setting which is known as single- database computationally-Private Information Re-trieval (cPIR). Classic cPIR protocols require that the database server executes an algorithm over all the database content at very low speeds which impairs their usage. In [1], given certain assumptions, realistic at the time, Sion and Carbunar showed that cPIR schemes were not practical and most likely would never be. To this day, this conclusion is widely accepted by researchers and practitioners. Using the paradigm shift introduced by lattice-based cryptography, we show that the conclusion of Sion and Carbunar is not valid anymore: cPIR is of practical value. This is achieved without compromising security, using standard crytosystems, and conservative parameter choices

    Dynamic trust negotiation for decentralised e-health collaborations

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    In the Internet-age, the geographical boundaries that have previously impinged upon inter-organisational collaborations have become decreasingly important. Of more importance for such collaborations is the notion and subsequent nature of security and trust - this is especially so in open collaborative environments like the Grid where resources can be both made available, subsequently accessed and used by remote users from a multitude of institutions with a variety of different privileges spanning across the collaboration. In this context, the ability to dynamically negotiate and subsequently enforce security policies driven by various levels of inter-organisational trust is essential. Numerous access control solutions exist today to address aspects of inter-organisational security. These include the use of centralised access control lists where all collaborating partners negotiate and agree on privileges required to access shared resources. Other solutions involve delegating aspects of access right management to trusted remote individuals in assigning privileges to their (remote) users. These solutions typically entail negotiations and delegations which are constrained by organisations, people and the static rules they impose. Such constraints often result in a lack of flexibility in what has been agreed; difficulties in reaching agreement, or once established, in subsequently maintaining these agreements. Furthermore, these solutions often reduce the autonomous capacity of collaborating organisations because of the need to satisfy collaborating partners demands. This can result in increased security risks or reducing the granularity of security policies. Underpinning this is the issue of trust. Specifically trust realisation between organisations, between individuals, and/or between entities or systems that are present in multi-domain authorities. Trust negotiation is one approach that allows and supports trust realisation. The thesis introduces a novel model called dynamic trust negotiation (DTN) that supports n-tier negotiation hops for trust realisation in multi-domain collaborative environments with specific focus on e-Health environments. DTN describes how trust pathways can be discovered and subsequently how remote security credentials can be mapped to local security credentials through trust contracts, thereby bridging the gap that makes decentralised security policies difficult to define and enforce. Furthermore, DTN shows how n-tier negotiation hops can limit the disclosure of access control policies and how semantic issues that exist with security attributes in decentralised environments can be reduced. The thesis presents the results from the application of DTN to various clinical trials and the implementation of DTN to Virtual Organisation for Trials of Epidemiological Studies (VOTES). The thesis concludes that DTN can address the issue of realising and establishing trust between systems or agents within the e-Health domain, such as the clinical trials domain

    Optimizing the Automotive Security Development Process in Early Process Design Phases

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    Security is a relatively new topic in the automotive industry. In the former days, the only security defense methods were the engine immobilizer and the anti-theft alarm system. The rising connection of vehicles to external networks made it necessary to extend the security effort by introducing security development processes. These processes include, amongothers, risk analysis and treatment steps. In parallel, the development of ISO/SAE 21434 and UN-ECE No. R155 started. The long development cycles in the automotive industry made it necessary to align the development processes' early designs with the standards' draft releases. This work aims to design a new consistent, complete and efficient security development process, aligned with the normative references. The resulting development process design aligns with the overall development methodology of the underlying, evaluated development process. Use cases serve as a basis for evaluating improvements and the method designs. This work concentrates on the left leg of the V-Model. Nevertheless, future work targets extensions for a holistic development approach for safety and security.:I. Foundation 1. Introduction 2. Automotive Development 3. Methodology II. Meta-Functional Aspects 4. Dependability as an Umbrella-Term 5. Security Taxonomy 6. Terms and Definitions III. Security Development Process Design 7. Security Relevance Evaluation 8. Function-oriented Security Risk Analysis 9. Security Risk Analysis on System Level 10. Risk Treatment IV. Use Cases and Evaluation 11. Evaluation Criteria 12. Use Case: Security Relevance Evaluation 13. Use Case: Function-oriented Security Risk Analysis 14. Use Case: System Security Risk Analysis 15. Use Case: Risk Treatment V. Closing 16. Discussion 17. Conclusion 18. Future Work Appendix A. Attacker Model Categories and Rating Appendix B. Basic Threat Classes for System SRA Appendix C. Categories of Defense Method Propertie

    Enhancing trustability in MMOGs environments

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    Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds (VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more autonomic, security, and trust mechanisms in a way similar to humans do in the real life world. As known, this is a difficult matter because trusting in humans and organizations depends on the perception and experience of each individual, which is difficult to quantify or measure. In fact, these societal environments lack trust mechanisms similar to those involved in humans-to-human interactions. Besides, interactions mediated by compute devices are constantly evolving, requiring trust mechanisms that keep the pace with the developments and assess risk situations. In VW/MMOGs, it is widely recognized that users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated to reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision making while he/she interacts with other users in the virtual or game world. In order to solve this problem, as well as those mentioned above, we propose herein a formal representation of these personal trust relationships, which are based on avataravatar interactions. The leading idea is to provide each avatar-impersonated player with a personal trust tool that follows a distributed trust model, i.e., the trust data is distributed over the societal network of a given VW/MMOG. Representing, manipulating, and inferring trust from the user/player point of view certainly is a grand challenge. When someone meets an unknown individual, the question is “Can I trust him/her or not?”. It is clear that this requires the user to have access to a representation of trust about others, but, unless we are using an open source VW/MMOG, it is difficult —not to say unfeasible— to get access to such data. Even, in an open source system, a number of users may refuse to pass information about its friends, acquaintances, or others. Putting together its own data and gathered data obtained from others, the avatar-impersonated player should be able to come across a trust result about its current trustee. For the trust assessment method used in this thesis, we use subjective logic operators and graph search algorithms to undertake such trust inference about the trustee. The proposed trust inference system has been validated using a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy increase in evaluating trustability of avatars. Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g., graph search methods), on an individual basis, rather than based on usual centralized reputation systems. In particular, and unlike other trust discovery methods, our methods run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft), mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo, Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em seres humanos e ou organizações depende da percepção e da experiência de cada indivíduo, o que é difícil de quantificar ou medir à partida. Na verdade, esses ambientes sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais. Além disso, as interacções mediadas por dispositivos computacionais estão em constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da evolução para avaliar situações de risco. Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações de confiança acabam por não ser representadas nas estruturas de dados (ou bases de dados) do VW/MMOG específico, embora às vezes apareçam associados à reputação e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual para sustentar o seu processo de tomada de decisão, enquanto ele interage com outros utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como os mencionados acima, propomos nesta tese uma representação formal para essas relações de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal é fornecer a cada jogador representado por um avatar uma ferramenta de confiança pessoal que segue um modelo de confiança distribuída, ou seja, os dados de confiança são distribuídos através da rede social de um determinado VW/MMOG. Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente um grande desafio. Quando alguém encontra um indivíduo desconhecido, a pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha acesso a uma representação de confiança sobre os outros, mas, a menos que possamos usar uma plataforma VW/MMOG de código aberto, é difícil — para não dizer impossível — obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos, conhecidos, ou sobre outros. Ao juntar seus próprios dados com os dados obtidos de outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir. Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos lógica subjectiva para a representação da confiança, e também operadores lógicos da lógica subjectiva juntamente com algoritmos de procura em grafos para empreender o processo de inferência da confiança relativamente a outro utilizador. O sistema de inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da confiança de avatares. Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo, através de métodos de pesquisa em grafos), partindo de uma base individual, em vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao contrário de outros métodos de determinação do grau de confiança, os nossos métodos são executados em tempo real
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