Biblio
Kings Eye is a platform independent situational awareness prototype for smart devices. Platform independence is important as there are more and more soldiers bringing their own devices, with different operating systems, into the field. The concept of Bring Your Own Device (BYOD) is a low-cost approach to equipping soldiers with situational awareness tools and by this it is important to facilitate and evaluate such solutions.
This paper introduces SONA (Spatiotemporal system Organized for Natural Analysis), a tabletop and tangible controller system for exploring geotagged information, and more specifically, CCTV. SONA's goal is to support a more natural method of interacting with data. Our new interactions are placed in the context of a physical security environment, closed circuit television (CCTV). We present a three-layered detail on demand set of view filters for CCTV feeds on a digital map. These filters are controlled with a novel tangible device for direct interaction. We validate SONA's tangible controller approach with a user study comparing SONA with the existing CCTV multi-screen method. The results of the study show that SONA's tangible interaction method is superior to the multi-screen approach, both in terms of quantitative results, and is preferred by users.
Cyber Physical Systems (CPS) security testbeds serve as a platform for evaluating and validating novel CPS security tools and technologies, accelerating the transition of state-of-the-art research to industrial practice. The engineering of CPS security testbeds requires significant investments in money, time and modeling efforts to provide a scalable, high-fidelity, real-time attack-defense platform. Therefore, there is a strong need in academia and industry to create remotely accessible testbeds that support a range of use-cases pertaining to CPS security of the grid, including vulnerability assessments, impact analysis, product testing, attack-defense exercises, and operator training. This paper describes the implementation architecture, and capabilities of a remote access and experimental orchestration framework developed for the PowerCyber CPS security testbed at Iowa State University (ISU). The paper then describes several engineering challenges in the development of such remotely accessible testbeds for Smart Grid CPS security experimentation. Finally, the paper provides a brief case study with some screenshots showing a particular use case scenario on the remote access framework.
Nowadays, Memory Forensics is more acceptable in Cyber Forensics Investigation because malware authors and attackers choose RAM or physical memory for storing critical information instead of hard disk. The volatile physical memory contains forensically relevant artifacts such as user credentials, chats, messages, running processes and its details like used dlls, files, command and network connections etc. Memory Forensics involves acquiring the memory dump from the Suspect's machine and analyzing the acquired dump to find out crucial evidence with the help of windows pre-defined kernel data structures. While retrieving different artifacts from these data structures, finding the network connections from Windows 7 system's memory dump is a very challenging task. This is because the data structures that store network connections in earlier versions of Windows are not present in Windows 7. In this paper, a methodology is described for efficiently retrieving details of network related activities from Windows 7 x64 memory dump. This includes remote and local IP addresses and associated port information corresponding to each of the running processes. This can provide crucial information in cyber crime investigation.
Science Gateways bridge multiple computational grids and clouds, acting as overlay cyber infrastructure. Gateways have three logical tiers: a user interfacing tier, a resource tier and a bridging middleware tier. Different groups may operate these tiers. This introduces three security challenges. First, the gateway middleware must manage multiple types of credentials associated with different resource providers. Second, the separation of the user interface and middleware layers means that security credentials must be securely delegated from the user interface to the middleware. Third, the same middleware may serve multiple gateways, so the middleware must correctly isolate user credentials associated with different gateways. We examine each of these three scenarios, concentrating on the requirements and implementation of the middleware layer. We propose and investigate the use of a Credential Store to solve the three security challenges.
Word clouds have emerged as a straightforward and visually appealing visualization method for text. They are used in various contexts as a means to provide an overview by distilling text down to those words that appear with highest frequency. Typically, this is done in a static way as pure text summarization. We think, however, that there is a larger potential to this simple yet powerful visualization paradigm in text analytics. In this work, we explore the usefulness of word clouds for general text analysis tasks. We developed a prototypical system called the Word Cloud Explorer that relies entirely on word clouds as a visualization method. It equips them with advanced natural language processing, sophisticated interaction techniques, and context information. We show how this approach can be effectively used to solve text analysis tasks and evaluate it in a qualitative user study.
Computing systems today have a large number of security configuration settings that enforce security properties. However, vulnerabilities and incorrect configuration increase the potential for attacks. Provable verification and simulation tools have been introduced to eliminate configuration conflicts and weaknesses, which can increase system robustness against attacks. Most of these tools require special knowledge in formal methods and precise specification for requirements in special languages, in addition to their excessive need for computing resources. Video games have been utilized by researchers to make educational software more attractive and engaging. Publishing these games for crowdsourcing can also stimulate competition between players and increase the game educational value. In this paper we introduce a game interface, called NetMaze, that represents the network configuration verification problem as a video game and allows for attack analysis. We aim to make the security analysis and hardening usable and accurately achievable, using the power of video games and the wisdom of crowdsourcing. Players can easily discover weaknesses in network configuration and investigate new attack scenarios. In addition, the gameplay scenarios can also be used to analyze and learn attack attribution considering human factors. In this paper, we present a provable mapping from the network configuration to 3D game objects.
Recognizing activities in wide aerial/overhead imagery remains a challenging problem due in part to low-resolution video and cluttered scenes with a large number of moving objects. In the context of this research, we deal with two un-synchronized data sources collected in real-world operating scenarios: full-motion videos (FMV) and analyst call-outs (ACO) in the form of chat messages (voice-to-text) made by a human watching the streamed FMV from an aerial platform. We present a multi-source multi-modal activity/event recognition system for surveillance applications, consisting of: (1) detecting and tracking multiple dynamic targets from a moving platform, (2) representing FMV target tracks and chat messages as graphs of attributes, (3) associating FMV tracks and chat messages using a probabilistic graph-based matching approach, and (4) detecting spatial-temporal activity boundaries. We also present an activity pattern learning framework which uses the multi-source associated data as training to index a large archive of FMV videos. Finally, we describe a multi-intelligence user interface for querying an index of activities of interest (AOIs) by movement type and geo-location, and for playing-back a summary of associated text (ACO) and activity video segments of targets-of-interest (TOIs) (in both pixel and geo-coordinates). Such tools help the end-user to quickly search, browse, and prepare mission reports from multi-source data.
Typing is a human activity that can be affected by a number of situational and task-specific factors. Changes in typing behavior resulting from the manipulation of such factors can be predictably observed through key-level input analytics. Here we present a study designed to explore these relationships. Participants play a typing game in which letter composition, word length and number of words appearing together are varied across levels. Inter-keystroke timings and other higher order statistics (such as bursts and pauses), as well as typing strategies, are analyzed from game logs to find the best set of metrics that quantify the effect that different experimental factors have on observable metrics. Beyond task-specific factors, we also study the effects of habituation by recording changes in performance with practice. Currently a work in progress, this research aims at developing a predictive model of human typing. We believe this insight can lead to the development of novel security proofs for interactive systems that can be deployed on existing infrastructure with minimal overhead. Possible applications of such predictive capabilities include anomalous behavior detection, authentication using typing signatures, bot detection using word challenges etc.
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