Biblio
The search for alternative delivery modes to teaching has been one of the pressing concerns of numerous educational institutions. One key innovation to improve teaching and learning is e-learning which has undergone enormous improvements. From its focus on text-based environment, it has evolved into Virtual Learning Environments (VLEs) which provide more stimulating and immersive experiences among learners and educators. An example of VLEs is the virtual world which is an emerging educational platform among universities worldwide. One very interesting topic that can be taught using the virtual world is cybersecurity. Simulating cybersecurity in the virtual world may give a realistic experience to students which can be hardly achieved by classroom teaching. To date, there are quite a number of studies focused on cybersecurity awareness and cybersecurity behavior. But none has focused looking into the effect of digital simulation in the virtual world, as a new educational platform, in the cybersecurity attitude of the students. It is in this regard that this study has been conducted by designing simulation in the virtual world lessons that teaches the five aspects of cybersecurity namely; malware, phishing, social engineering, password usage and online scam, which are the most common cybersecurity issues. The study sought to examine the effect of this digital simulation design in the cybersecurity knowledge and attitude of the students. The result of the study ascertains that students exposed under simulation in the virtual world have a greater positive change in cybersecurity knowledge and attitude than their counterparts.
Cyber-physical systems (CPS) research leverages the expertise of researchers from multiple domains to engineer complex systems of interacting physical and computational components. An approach called co-simulation is often used in CPS conceptual design to integrate the specialized tools and simulators from each of these domains into a joint simulation for the evaluation of design decisions. Many co-simulation platforms are being developed to expedite CPS conceptualization and realization, but most use intrusive modeling and communication libraries that require researchers to either abandon their existing models or spend considerable effort to integrate them into the platform. A significant number of these co-simulation platforms use the High Level Architecture (HLA) standard that provides a rich set of services to facilitate distributed simulation. This paper introduces a simple gateway that can be readily implemented without co-simulation expertise to adapt existing models and research infrastructure for use in HLA. An open-source implementation of the gateway has been developed for the National Institute of Standards and Technology (NIST) co-simulation platform called the Universal CPS Environment for Federation (UCEF).
Phishing is a form of cybercrime where an attacker imitates a real person / institution by promoting them as an official person or entity through e-mail or other communication mediums. In this type of cyber attack, the attacker sends malicious links or attachments through phishing e-mails that can perform various functions, including capturing the login credentials or account information of the victim. These e-mails harm victims because of money loss and identity theft. In this study, a software called "Anti Phishing Simulator'' was developed, giving information about the detection problem of phishing and how to detect phishing emails. With this software, phishing and spam mails are detected by examining mail contents. Classification of spam words added to the database by Bayesian algorithm is provided.
We provide an agent based simulation model of the Swedish payment system. The simulation model is to be used to analyze the consequences of loss of functionality, or disruptions of the payment system for the food and fuel supply chains as well as the bank sector. We propose a gaming simulation approach, using a computer based role playing game, to explore the collaborative responses from the key actors, in order to evoke and facilitate collective resilience.
Compute-intensive simulations typically charge substantial workloads on an online simulation platform backed by limited computing clusters and storage resources. Some (or most) of the simulations initiated by users may accompany input parameters/files that have been already provided by other (or same) users in the past. Unfortunately, these duplicate simulations may aggravate the performance of the platform by drastic consumption of the limited resources shared by a number of users on the platform. To minimize or avoid conducting repeated simulations, we present a novel system, called SUPERMAN (SimUlation ProvEnance Recycling MANager) that can record simulation provenances and recycle the results of past simulations. This system presents a great opportunity to not only reutilize existing results but also perform various analytics helpful for those who are not familiar with the platform. The system also offers interoperability across other systems by collecting the provenances in a standardized format. In our simulated experiments we found that over half of past computing jobs could be answered without actual executions by our system.
Machine learning has been widely used and achieved considerable results in various research areas. On the other hand, machine learning becomes a big threat when malicious attackers make use it for the wrong purpose. As such a threat, self-evolving botnets have been considered in the past. The self-evolving botnets autonomously predict vulnerabilities by implementing machine learning with computing resources of zombie computers. Furthermore, they evolve based on the vulnerability, and thus have high infectivity. In this paper, we consider several models of Markov chains to counter the spreading of the self-evolving botnets. Through simulation experiments, this paper shows the behaviors of these models.
Software defined networking promises network operators to dramatically simplify network management. It provides flexibility and innovation through network programmability. With SDN, network management moves from codifying functionality in terms of low-level device configuration to building software that facilitates network management and debugging[1]. SDN provides new techniques to solve long-standing problems in networking like routing by separating the complexity of state distribution from network specification. Despite all the hype surrounding SDNs, exploiting its full potential is demanding. Security is still the major issue and a striking challenge that reduces the growth of SDNs. Moreover the introduction of various architectural components and up cycling of novel entities of SDN poses new security issues and threats. SDN is considered as major target for digital threats and cyber-attacks[2] and have more devastating effects than simple networks. Initial SDN design doesn't considered security as its part; therefore, it must be raised on the agenda. This article discusses the security solutions proposed to secure SDNs. We categorize the security solutions in the article by presenting a thematic taxonomy based on SDN architectural layers/interfaces[3], security measures and goals, simulation framework. Moreover, the literature also points out the possible attacks[2] targeting different layers/interfaces of SDNs. For securing SDNs, the potential requirements and their key enablers are also identified and presented. Also, the articles sketch the design of secure and dependable SDNs. At last, we discuss open issues and challenges of SDN security that may be rated appropriate to be handled by professionals and researchers in the future.
In this paper we use car games as a simulator for real automobiles, and generate driving logs that contain the vehicle data. This includes values for parameters like gear used, speed, left turns taken, right turns taken, accelerator, braking and so on. From these parameters we have derived some more additional parameters and analyzed them. As the input from automobile driver is only routine driving, no explicit feedback is required; hence there are more chances of being able to accurately profile the driver. Experimentation and analysis from this logged data shows possibility that driver profiling can be done from vehicle data. Since the profiles are unique, these can be further used for a wide range of applications and can successfully exhibit typical driving characteristics of each user.