35,915 research outputs found

    Controlled Data Sharing for Collaborative Predictive Blacklisting

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    Although sharing data across organizations is often advocated as a promising way to enhance cybersecurity, collaborative initiatives are rarely put into practice owing to confidentiality, trust, and liability challenges. In this paper, we investigate whether collaborative threat mitigation can be realized via a controlled data sharing approach, whereby organizations make informed decisions as to whether or not, and how much, to share. Using appropriate cryptographic tools, entities can estimate the benefits of collaboration and agree on what to share in a privacy-preserving way, without having to disclose their datasets. We focus on collaborative predictive blacklisting, i.e., forecasting attack sources based on one's logs and those contributed by other organizations. We study the impact of different sharing strategies by experimenting on a real-world dataset of two billion suspicious IP addresses collected from Dshield over two months. We find that controlled data sharing yields up to 105% accuracy improvement on average, while also reducing the false positive rate.Comment: A preliminary version of this paper appears in DIMVA 2015. This is the full version. arXiv admin note: substantial text overlap with arXiv:1403.212

    Security and Online learning: to protect or prohibit

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    The rapid development of online learning is opening up many new learning opportunities. Yet, with this increased potential come a myriad of risks. Usable security systems are essential as poor usability in security can result in excluding intended users while allowing sensitive data to be released to unacceptable recipients. This chapter presents findings concerned with usability for two security issues: authentication mechanisms and privacy. Usability issues such as memorability, feedback, guidance, context of use and concepts of information ownership are reviewed within various environments. This chapter also reviews the roots of these usability difficulties in the culture clash between the non-user-oriented perspective of security and the information exchange culture of the education domain. Finally an account is provided of how future systems can be developed which maintain security and yet are still usable

    +SPACES: Serious Games for Role-Playing Government Policies

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    The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined. We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques

    Towards virtual communities on the Web: Actors and audience

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    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. Our environment models a theatre in our hometown. We discuss attempts to let this environment evolve into a theatre community where we do not only have goal-directed visitors, but also visitors that that are not sure whether they want to buy or just want information or visitors who just want to look around. It is shown that we need a multi-user and multiagent environment to realize our goals. Since our environment models a theatre it is also interesting to investigate the roles of performers and audience in this environment. For that reason we discuss capabilities and personalities of agents. Some notes on the historical development of networked communities are included
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