26 research outputs found
NOTIONES - iNteracting netwOrk of inTelligence and securIty practitiOners with iNdustry and acadEmia actorS
With cyberattacks becoming more and more dangerous in the current, connected digital landscape, it is necessary to develop methods and technologies to tackle them. The EU funded NOTIONES project will address the danger by building a network of practitioners from security and intelligence services. It will bring together 30 partners, practitioners from military, civil, financial, judiciary, local, national and international security and intelligence services from 9 EU Member States and 6 Associated Countries. Together they will monitor the results of academic research and industrial innovation and suggest actions. NOTIONES will organise and participate in workshops and conferences to present its findings to the broad intelligence community
Computer gaming technology for military training – serious games
Information Age brings technologies that provide unparalleled opportunities for
military and security force, including Army of the Republic of Macedonia, to develop and adopt
new operational concepts for training and experimentation that may radically enhance their
competitive edge. Serious games show to have positive impact on training results. Advantages
of simulation games lay in the provision of a safe training environment, where users are able
to play, test and probe without serious consequences. The purpose of this paper is to give a
brief info about computer gaming and serious games, and in line with that to describe a new
approach for building a Þ rearms simulator based on a serious game and motion sensor technology.
It also compares this model with the similar models that are in use in NATO allies and it
describes challenges and our plans for future work. At the end, we are giving initial assessment
of suitability of this kind virtual environment for military training
USB flash drives - security risks and protection
Information has great importance for organizations in general, especially for the security
organizations, and should be adequately protected. Information exists in various forms: paper,
electronic information transmitted by telegraph, telephone, shown on film, etc.. No matter in what
form the information occur, it should be adequately protected in every moment because
information’s that are well protected minimize the damage that may occur.
Physical security is considered an integral part of information systems security. The idea that small
devices pose a security threat for enterprises is well established. On the other hand, consented and
supervised access to USB ports via USB flash drives is sometimes allowed. The large storage
capacity of USB flash drives relative to their small size and low cost means that using them for data
storage without adequate operational and logical controls can pose a serious threat to information
confidentiality, integrity, and availability.
Using USB flash drives can increase the risk of data loss (when a physical device is lost), data
exposure (when sensitive data is exposed to the public or a third party without consent), and
increased exposure to network-based attacks to and from any system the device is connected to
(both directly and via networks over the internet).
In the past years, 70% of businesses have traced the loss of sensitive or confidential information to
USB flash memory sticks. While such losses can obviously occur when the devices get lost or
stolen, 55% of those incidents are likely related to malware-infected devices that introduced
malicious code onto corporate networks.
This paper will highlight the security risks associated with the use of USB flash drives. It will
briefly explain some common types of attacks, and common necessary measures to mitigate or at
least reduced. As existing products evolve and new ones enter the market, you must use them with
caution, always considering their security features, possible vulnerabilities, and ways they could be
targeted by malicious attackers
Model of firearms simulator based on a serious game and sensor technology
The purpose of this paper is to describe a new approach for building a firearms simulator
that is based on a Serious game – Virtual battle space 2 (VBS2) and motion sensor technology used
in Army of Republic of Macedonia (ARM). Motion sensor technology is used to create representative
weapon movement signals and transfer them to the VBS2 API in order to create realistic weapon
movement.
This paper major focus is to give a possible solutions for overcoming the problem with the transfer of
the signals from the sensors to the computer, so that everything is going to be rightly represented in
the virtual 3D engine of VBS2. It also compares this model and the similar models that are in use in
NATO allies, and describe challenges and our plans for future work
Performance Analysis of Statistical QoS Routing Schemes for Multihop Wireless Ad Hoc Networks
The quality of service (QoS) standard in Mobile Ad-hoc Networks (MANET's) is much more challenging compared to the wired networks. In the last decade there was a lot of attention in the area of integration of QoS standard in MANET protocols. QoS-based routing protocols are integral part of any QoS solution, because their function is to check whether the nodes in the network are able to provide services to network applications. These protocols play a key role in controlling the information received and delivered from data transfer sessions. The purpose of this paper is to study and review the QoS routing schemes designed for IEEE 802.11 standard in Multihop Ad-hoc networks. Moreover, the paper simulates a routing scheme and shows results for an effective end-to-end communication
AI-Based Cyber Defense for More Secure Cyberspace
The growing network attacks and intrusions have put the government organizations at a great risk. In cyberspace, humans have great limitations in data analyze and cyber defense because of the amount of data they have to process and the limited response time. Considering these parameters one of the best solutions is when the cyber defense mechanisms are AI (Artificial intelligence)-based because they can easily determine and respond to the attacks that are underway. The responses can be easily managed using man in the loop or fully atomized techniques. This chapter gives a brief review of the usage of artificial intelligence in support of cyber defense, explains some useful applications that already exist, emphasizing the neural nets, expert systems and intelligent agents in cyber defense. Furthermore, the chapter will propose a technical AI-based cyber defense model which can support the governmental and non-governmental efforts against cyber threats and can improve the success against malicious attack in the cyberspace
Прототип апликација за Е- Архив
Во трудот е презентиран
развојот на прототип апликација за
електронски архив. Со него се овозможува
следење на современите архивски трендови,
транспарентност на дигитализираната
граѓа, прилагодување на влијанието на
технологијата во промена на
информациската околина, заштита на
дигитализираната и класичната граѓа,
истражување на електронската архивска
граѓа, како и истражување од далечина со
што архивската граѓа станува достапна од
било која точка на земјата во било кое време.
Трудот е посветен на опис на апликацијата
за електронски архив, наречена „е - архив“,
изработена врз база на платформата Lotus
Notes. Бидејќи прототипот апликација е
имплементиран модул на WEB Portal,
разработена е структурата и содржината
на WEB Portal – от со сите негови модули,
при што поединечно се презентирани
карактеристиките на секој модул
Concept for serious games implementation in military education and training
Целта на трудот е да се прикаже
концептот за имплементација на технологијата
на виртуелно опкружување и „Сериозни игри“
во военото образованието и обука на питом-
ците во Воената академија.
На почетокот направен е краток преглед на
истражувањата и постигнатите резултати од
доменот на ефикасноста и ефективноста во
примената на „Сериозните игри“. Понатаму,
накратко е објаснет софтверот од доменот на
сериозни игри, кој планираме да го набавиме и
користиме во рамките на образованието и
обуката – Виртуелно бојно поле 2 (Virtual
BattleSpace - VBS2) и можностите кои тој ги
нуди за тактичка обука на тимови (најчесто до
четно ниво), извежбување техники и
процедури, воспоставување стандардни
оперативни процедури и тимска работа.
Главен фокус на трудот е представување на
нашиот концепт за организациска поставеност
и опремување на капацитетот за обука со
VBS2. Притоа, дадени се основните елементи
потребни за реализација на компјутерски
подржувана вежби со користење на VBS2 и
даден е пример на креирање мисија за
реализација на практичната обука
Game-Theoretic Models for Assessing Security of a SOA Based Intelligence Information System
Modern information technology offers significant
support to the Intelligence Cycles (planning, collecting, analyzing
of data and their dissemination), by promoting the appropriate
and flexible use of information, its searchability and exploitation.
Although Intelligence Information Systems can significantly
improve current and generate new intelligence working
protocols, they are confronted with a serious challenge – the
security of the system and the circulated information.
Optimization techniques in the context of game and control
theory are some of the tools that offer mathematical support for
the formalization of the decision-making processes related to
networked systems security. Game theory has been recently
recognized as a way around the problem of lacking a quantitive
decision framework for the security issues, as well as a model that
can address more efficiently the problem of computational
complexity in simulations
A novel approach for mitigating the effects of the TCP SYN flood DDoS attacks
Today’s modern society greatly depends on computer systems. Security is a basic need for any computer system. This is more than acceptable if we consider that any disruption of the normal function of the computer and networks may lead to catastrophic consequences. The most frequently attacks conducting malicious activities against the networks and systems are the Distributed Denial of Service (DDoS) attacks. The paper concerns the TCP (Transmission Control Protocol) vulnerability that gives space for a type of DoS (Denial of Service) attack called TCP-SYN Flood DDoS attack which is well-known to the community for several years. It explains in more detail the TCP SYN Flood DDoS attacks and methods for preventing and mitigating the effects of these attacks. Furthermore, the paper proposes a novel method consisting of five modules which can be used for mitigation and protection against the considered TCP SYN Flood attack, as well as against other similar flooding based attacks