14 research outputs found

    Controlled DDoS Attack on IPv4/IPv6 Network Using Distributed Computing Infrastructure

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    The paper focuses on design, background and experimental results of real environment of DDoS attacks. The experimental testbed is based on employment of a tool for IT automation to perform DDoS attacks under monitoring. DDoS attacks are still serious threat in both IPv4 and IPv6 networks and creation of simple tool to test the network for DDoS attack and to allow evaluation of vulnerabilities and DDoS countermeasures of the networks is necessary. In proposed testbed, Ansible orchestration tool is employed to perform and coordinate DDoS attacks. Ansible is a powerful tool and simplifies the implementation of the test environment. Moreover, no special hardware is required for the attacks execution, the testbed uses existing infrastructure in an organization. The case study of implementation of this environment shows straightforwardness to create a testbed comparable with a botnet with ten thousand bots. Furthermore, the experimental results demonstrate the potential of the proposed environment and present the impact of the attacks on particular target servers in IPv4 and IPv6 networks

    EFFICIENT VERIFICATION OF DELEGATION IN DISTRIBUTED GROUP MEMBERSHIP MANAGEMENT

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    Abstract In ad-hoc networks and other highly distributed and decentralized environments, authorization certificates can be used to control access. Moreover, it is possible to delegate rights listed in the certificate to another users. Several such subsequent delegations build a chain of certificates. Chains of delegation certificates can improve the capability and manageability of systems. Distributed group membership management, i.e. managing groups of users in a distributed environment, utilizes the efficiency of certificate chains. Adding, removing as well as authentication of users is managed by chains of delegation certificates. On the other hand, the size of certificate chains could be too long to be usable. In this paper we take a look at distributed group membership management based on delegation certificates. Then we present a new kind of certificate, the implanted chain certificate, and its characteristics. With this new kind of certificate the verification time of a certificate chain can be decreased without losing delegation information. Finally, we compare our verification method to reduce the time of verification

    Controlled DDoS Attack on IPv4/IPv6 Network Using Distributed Computing Infrastructure

    No full text
    The paper focuses on design, background and experimental results of real environment of DDoS attacks. The experimental testbed is based on employment of a tool for IT automation to perform DDoS attacks under monitoring. DDoS attacks are still serious threat in both IPv4 and IPv6 networks and creation of simple tool to test the network for DDoS attack and to allow evaluation of vulnerabilities and DDoS countermeasures of the networks is necessary. In proposed testbed, Ansible orchestration tool is employed to perform and coordinate DDoS attacks. Ansible is a powerful tool and simplifies the implementation of the test environment. Moreover, no special hardware is required for the attacks execution, the testbed uses existing infrastructure in an organization. The case study of implementation of this environment shows straightforwardness to create a testbed comparable with a botnet with ten thousand bots. Furthermore, the experimental results demonstrate the potential of the proposed environment and present the impact of the attacks on particular target servers in IPv4 and IPv6 networks

    The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students

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    Today, students live in a world surrounded by technology and traditional education methods are no longer very attractive to them. Applying the concept of a digital educational escape room to teaching can help increase students’ interest in the subject. In an escape room, the players search for clues, complete tasks, and solve polymorphic puzzles, working together to escape the room within a certain time limit. This article presents the use of a digital escape room on third-year students in the field of computer network mechanics at a secondary vocational school. The aim of this study was to determine the effects of implementing an escape room focused on HTML and computer networks on third-year computer network mechanics students and to assess the students’ levels of perception of the game. Although the experiment did not confirm an increase in students’ cognitive abilities, the quantitative analysis confirms a significant increase in the motivation, engagement, and satisfaction of students in secondary vocational schools focusing on technical vocational subjects. Qualitative analysis provides a better understanding of these results and supports the conclusion that using a digital educational escape room is enjoyable for students, and leads to problem-solving skills and teamwork

    The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students

    No full text
    Today, students live in a world surrounded by technology and traditional education methods are no longer very attractive to them. Applying the concept of a digital educational escape room to teaching can help increase students’ interest in the subject. In an escape room, the players search for clues, complete tasks, and solve polymorphic puzzles, working together to escape the room within a certain time limit. This article presents the use of a digital escape room on third-year students in the field of computer network mechanics at a secondary vocational school. The aim of this study was to determine the effects of implementing an escape room focused on HTML and computer networks on third-year computer network mechanics students and to assess the students’ levels of perception of the game. Although the experiment did not confirm an increase in students’ cognitive abilities, the quantitative analysis confirms a significant increase in the motivation, engagement, and satisfaction of students in secondary vocational schools focusing on technical vocational subjects. Qualitative analysis provides a better understanding of these results and supports the conclusion that using a digital educational escape room is enjoyable for students, and leads to problem-solving skills and teamwork

    Mitigation against DDoS Attacks on an IoT-Based Production Line Using Machine Learning

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    Industry 4.0 collects, exchanges, and analyzes data during the production process to increase production efficiency. Internet of Things (IoT) devices are among the basic technologies used for this purpose. However, the integration of IoT technology into the industrial environment faces new security challenges that need to be addressed. This is also true for a production line. The production line is a basic element of industrial production and integrating IoT equipment allows one to streamline the production process and thus reduce costs. On the other hand, IoT integration opens the way for network cyberattacks. One possible cyberattack is the increasingly widely used distributed denial-of-service attack. This article presents a case study that demonstrates the devastating effects of a DDOS attack on a real IoT-based production line and the entire production process. The emphasis was mainly on the integration of IoT devices, which could potentially be misused to run DDoS. Next, the verification of the proposed solution is described, which proves that it is possible to use the sampled flow (sFlow) stream to detect and protect against DDoS attacks on the running production line during the production process

    Spectral Analysis of Electroencephalographic Data in Serious Games

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    In this paper, we describe an investigation of brain activity while playing a serious game (SG). A SG is focused on improving logical thinking, specifically on cognitive training of students in the field of basic logic gates, and we summarize SG description, design, and development. A method based on various signal processing techniques for evaluating electroencephalographic (EEG) data was implemented in the MATLAB. This assessment was based on the analysis of the spectrogram of particular brain activity. Changes in brain activity power at a characteristic frequency band during the gameplay were calculated from the spectrogram. The EEG of 21 respondents was measured. Based on the results, the respondents can be divided into three groups according to specific EEG activity changes during the gameplay compared to a relaxed state. The beta/alpha ratio, an indicator of brain employment to a mental task, was increased during gameplay in 18 of the 21 subjects. Our results reflected the sex of respondents, time of the game and the indicator, and whether the game was successfully completed

    Neural Gas Clustering Adapted for Given Size of Clusters

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    Clustering algorithms belong to major topics in big data analysis. Their main goal is to separate an unlabelled dataset into several subsets, with each subset ideally characterized by some unique characteristic of its data structure. Common clustering approaches cannot impose constraints on sizes of clusters. However, in many applications, sizes of clusters are bounded or known in advance. One of the more recent robust clustering algorithms is called neural gas which is popular, for example, for data compression and vector quantization used in speech recognition and signal processing. In this paper, we have introduced an adapted neural gas algorithm able to accommodate requirements for the size of clusters. The convergence of algorithm towards an optimum is tested on simple illustrative examples. The proposed algorithm provides better statistical results than its direct counterpart, balanced k-means algorithm, and, moreover, unlike the balanced k-means, the quality of results of our proposed algorithm can be straightforwardly controlled by user defined parameters
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