2,240 research outputs found

    Exploiting P2P in the Creation of Game Worlds

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    Peer-to-peer networks are a promising platform for supporting entirely decentralized, distributed multi-user gaming; however, multi-player games typically require highly predictable performance from the underlying network. This is at odds with the inherently unreliable nature of peer-to-peer environments. Existing approaches to providing peer-to-peer support for multi-player gaming focus on compensating for the unpredictability of the underlying network. We propose that rather than trying to compensate for these factors, they can be exploited together with information about the peer-to-peer network in order to address the problem of maintaining a novel gaming experience in the absence of a central authority. In order to explore our proposition, we model the measurable properties of P2P networks within a distributed multi-player game – NetWorld. We do this in such a way that the heterogeneous and unpredictable nature of the peer-to-peer environment becomes a positive part of the player’s experience

    Survey of End-to-End Mobile Network Measurement Testbeds, Tools, and Services

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    Mobile (cellular) networks enable innovation, but can also stifle it and lead to user frustration when network performance falls below expectations. As mobile networks become the predominant method of Internet access, developer, research, network operator, and regulatory communities have taken an increased interest in measuring end-to-end mobile network performance to, among other goals, minimize negative impact on application responsiveness. In this survey we examine current approaches to end-to-end mobile network performance measurement, diagnosis, and application prototyping. We compare available tools and their shortcomings with respect to the needs of researchers, developers, regulators, and the public. We intend for this survey to provide a comprehensive view of currently active efforts and some auspicious directions for future work in mobile network measurement and mobile application performance evaluation.Comment: Submitted to IEEE Communications Surveys and Tutorials. arXiv does not format the URL references correctly. For a correctly formatted version of this paper go to http://www.cs.montana.edu/mwittie/publications/Goel14Survey.pd

    I Know Where You are and What You are Sharing: Exploiting P2P Communications to Invade Users' Privacy

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    In this paper, we show how to exploit real-time communication applications to determine the IP address of a targeted user. We focus our study on Skype, although other real-time communication applications may have similar privacy issues. We first design a scheme that calls an identified targeted user inconspicuously to find his IP address, which can be done even if he is behind a NAT. By calling the user periodically, we can then observe the mobility of the user. We show how to scale the scheme to observe the mobility patterns of tens of thousands of users. We also consider the linkability threat, in which the identified user is linked to his Internet usage. We illustrate this threat by combining Skype and BitTorrent to show that it is possible to determine the file-sharing usage of identified users. We devise a scheme based on the identification field of the IP datagrams to verify with high accuracy whether the identified user is participating in specific torrents. We conclude that any Internet user can leverage Skype, and potentially other real-time communication systems, to observe the mobility and file-sharing usage of tens of millions of identified users.Comment: This is the authors' version of the ACM/USENIX Internet Measurement Conference (IMC) 2011 pape

    On Detection of Current and Next-Generation Botnets.

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    Botnets are one of the most serious security threats to the Internet and its end users. A botnet consists of compromised computers that are remotely coordinated by a botmaster under a Command and Control (C&C) infrastructure. Driven by financial incentives, botmasters leverage botnets to conduct various cybercrimes such as spamming, phishing, identity theft and Distributed-Denial-of-Service (DDoS) attacks. There are three main challenges facing botnet detection. First, code obfuscation is widely employed by current botnets, so signature-based detection is insufficient. Second, the C&C infrastructure of botnets has evolved rapidly. Any detection solution targeting one botnet instance can hardly keep up with this change. Third, the proliferation of powerful smartphones presents a new platform for future botnets. Defense techniques designed for existing botnets may be outsmarted when botnets invade smartphones. Recognizing these challenges, this dissertation proposes behavior-based botnet detection solutions at three different levels---the end host, the edge network and the Internet infrastructure---from a small scale to a large scale, and investigates the next-generation botnet targeting smartphones. It (1) addresses the problem of botnet seeding by devising a per-process containment scheme for end-host systems; (2) proposes a hybrid botnet detection framework for edge networks utilizing combined host- and network-level information; (3) explores the structural properties of botnet topologies and measures network components' capabilities of large-scale botnet detection at the Internet infrastructure level; and (4) presents a proof-of-concept mobile botnet employing SMS messages as the C&C and P2P as the topology to facilitate future research on countermeasures against next-generation botnets. The dissertation makes three primary contributions. First, the detection solutions proposed utilize intrinsic and fundamental behavior of botnets and are immune to malware obfuscation and traffic encryption. Second, the solutions are general enough to identify different types of botnets, not a specific botnet instance. They can also be extended to counter next-generation botnet threats. Third, the detection solutions function at multiple levels to meet various detection needs. They each take a different perspective but are highly complementary to each other, forming an integrated botnet detection framework.Ph.D.Computer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/91382/1/gracez_1.pd

    From ZeuS to Zitmo : trends in banking malware

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    In the crimeware world, financial botnets are a global threat to banking organizations. Such malware purposely performs financial fraud and steals critical information from clients' computers. A common example of banking malware is the ZeuS botnet. Recently, variants of this malware have targeted mobile platforms, as The-ZeuS-in-the-Mobile or Zitmo. With the rise in mobile systems, platform security is becoming a major concern across the mobile world, with rising incidence of compromising Android devices. In similar vein, there have been mobile botnet attacks on iPhones, Blackberry and Symbian devices. In this setting, we report on trends and developments of ZeuS and its variants

    Personal Volunteer Computing

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    We propose personal volunteer computing, a novel paradigm to encourage technical solutions that leverage personal devices, such as smartphones and laptops, for personal applications that require significant computations, such as animation rendering and image processing. The paradigm requires no investment in additional hardware, relying instead on devices that are already owned by users and their community, and favours simple tools that can be implemented part-time by a single developer. We show that samples of personal devices of today are competitive with a top-of-the-line laptop from two years ago. We also propose new directions to extend the paradigm

    Entwicklung und Implementierung eines Peer-to-Peer Kalman Filters für Fußgänger- und Indoor-Navigation

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    Smartphones are an integral part of our society by now. They are used for messaging, searching the Internet, working on documents, and of course for navigation. Although smartphones are also used for car navigation their main area of application is pedestrian navigation. Almost all smartphones sold today comprise a GPS L1 receiver which provides position computation with accuracy between 1 and 10 m as long as the environment in beneficial, i.e. the line-of-sight to satellites is not obstructed by trees or high buildings. But this is often the case in areas where smartphones are used primarily for navigation. Users walk in narrow streets with high density, in city centers, enter, and leave buildings and the smartphone is not able to follow their movement because it loses satellite signals. The approach presented in this thesis addresses the problem to enable seamless navigation for the user independently of the current environment and based on cooperative positioning and inertial navigation. It is intended to realize location-based services in areas and buildings with limited or no access to satellite data and a large amount of users like e.g. shopping malls, city centers, airports, railway stations and similar environments. The idea of this concept was for a start based on cooperative positioning between users’ devices denoted here as peers moving within an area with only limited access to satellite signals at certain places (windows, doors) or no access at all. The devices are therefore not able to provide a position by means of satellite signals. Instead of deploying solutions based on infrastructure, surveying, and centralized computations like range measurements, individual signal strength, and similar approaches a decentralized concept was developed. This concept suggests that the smartphone automatically detects if no satellite signals are available and uses its already integrated inertial sensors like magnetic field sensor, accelerometer, and gyroscope for seamless navigation. Since the quality of those sensors is very low the accuracy of the position estimation decreases with each step of the user. To avoid a continuously growing bias between real position and estimated position an update has to be performed to stabilize the position estimate. This update is either provided by the computation of a position based on satellite signals or if signals are not available by the exchange of position data with another peer in the near vicinity using peer-to-peer ad-hoc networks. The received and the own position are processed in a Kalman Filter algorithm and the result is then used as new position estimate and new start position for further navigation based on inertial sensors. The here presented concept is therefore denoted as Peer-to-Peer Kalman Filter (P2PKF)
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