Visible to the public Biblio

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2017-12-27
Li, L., Abd-El-Atty, B., El-Latif, A. A. A., Ghoneim, A..  2017.  Quantum color image encryption based on multiple discrete chaotic systems. 2017 Federated Conference on Computer Science and Information Systems (FedCSIS). :555–559.

In this paper, a novel quantum encryption algorithm for color image is proposed based on multiple discrete chaotic systems. The proposed quantum image encryption algorithm utilize the quantum controlled-NOT image generated by chaotic logistic map, asymmetric tent map and logistic Chebyshev map to control the XOR operation in the encryption process. Experiment results and analysis show that the proposed algorithm has high efficiency and security against differential and statistical attacks.

Ye, Z., Yin, H., Ye, Y..  2017.  Information security analysis of deterministic encryption and chaotic encryption in spatial domain and frequency domain. 2017 14th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE). :1–6.

Information security is crucial to data storage and transmission, which is necessary to protect information under various hostile environments. Cryptography serves as a major element to ensure confidentiality in both communication and information technology, where the encryption and decryption schemes are implemented to scramble the pure plaintext and descramble the secret ciphertext using security keys. There are two dominating types of encryption schemes: deterministic encryption and chaotic encryption. Encryption and decryption can be conducted in either spatial domain or frequency domain. To ensure secure transmission of digital information, comparisons on merits and drawbacks of two practical encryption schemes are conducted, where case studies on the true color digital image encryption are presented. Both deterministic encryption in spatial domain and chaotic encryption in frequency domain are analyzed in context, as well as the information integrity after decryption.

2017-03-07
Nunes, E., Kulkarni, N., Shakarian, P., Ruef, A., Little, J..  2015.  Cyber-deception and attribution in capture-the-flag exercises. 2015 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM). :962–965.

Attributing the culprit of a cyber-attack is widely considered one of the major technical and policy challenges of cyber-security. The lack of ground truth for an individual responsible for a given attack has limited previous studies. Here, we overcome this limitation by leveraging DEFCON capture-the-flag (CTF) exercise data where the actual ground-truth is known. In this work, we use various classification techniques to identify the culprit in a cyberattack and find that deceptive activities account for the majority of misclassified samples. We also explore several heuristics to alleviate some of the misclassification caused by deception.

2017-02-14
L. Huiying, X. Caiyun, K. Jun, D. Ying.  2015.  "A Novel Secure Arithmetic Image Coding Algorithm Based on Two-Dimensional Generalized Logistic Mapping". 2015 Fifth International Conference on Instrumentation and Measurement, Computer, Communication and Control (IMCCC). :671-674.

A novel secure arithmetic image coding algorithm based on Two-dimensional Generalized Logistic Mapping is proposed. Firstly, according to the digital image size m×n, two 2D chaotic sequences are generated by logistic chaotic mapping. Then, the original image data is scrambled by sorting the chaotic sequence. Secondly, the chaotic sequence is optimized to generate key stream which is used to mask the image data. Finally, to generate the final output, the coding interval order is controlled by the chaotic sequence during the arithmetic coding process. Experiment results show the proposed secure algorithm has good robustness and can be applied in the arithmetic coder for multimedia such as video and audio with little loss of coding efficiency.

2015-05-06
Oliveira Vasconcelos, R., Nery e Silva, L.D., Endler, M..  2014.  Towards efficient group management and communication for large-scale mobile applications. Pervasive Computing and Communications Workshops (PERCOM Workshops), 2014 IEEE International Conference on. :551-556.

Applications such as fleet management and logistics, emergency response, public security and surveillance or mobile workforce management use geo-positioning and mobile networks as means of enabling real-time monitoring, communication and collaboration among a possibly large set of mobile nodes. The majority of those systems require real-time tracking of mobile nodes (e.g. vehicles, people or mobile robots), reliable communication to/from the nodes, as well as group communication among the mobile nodes. In this paper we describe a distributed middleware with focus on management of context-defined groups of mobile nodes, and group communication with large sets of nodes. We also present a prototype Fleet Tracking and Management system based on our middleware, give an example of how context-specific group communication can enhance the node's mutual awareness, and show initial performance results that indicate small overhead and latency of the group communication and management.

2015-05-05
Baughman, A.K., Chuang, W., Dixon, K.R., Benz, Z., Basilico, J..  2014.  DeepQA Jeopardy! Gamification: A Machine-Learning Perspective. Computational Intelligence and AI in Games, IEEE Transactions on. 6:55-66.

DeepQA is a large-scale natural language processing (NLP) question-and-answer system that responds across a breadth of structured and unstructured data, from hundreds of analytics that are combined with over 50 models, trained through machine learning. After the 2011 historic milestone of defeating the two best human players in the Jeopardy! game show, the technology behind IBM Watson, DeepQA, is undergoing gamification into real-world business problems. Gamifying a business domain for Watson is a composite of functional, content, and training adaptation for nongame play. During domain gamification for medical, financial, government, or any other business, each system change affects the machine-learning process. As opposed to the original Watson Jeopardy!, whose class distribution of positive-to-negative labels is 1:100, in adaptation the computed training instances, question-and-answer pairs transformed into true-false labels, result in a very low positive-to-negative ratio of 1:100 000. Such initial extreme class imbalance during domain gamification poses a big challenge for the Watson machine-learning pipelines. The combination of ingested corpus sets, question-and-answer pairs, configuration settings, and NLP algorithms contribute toward the challenging data state. We propose several data engineering techniques, such as answer key vetting and expansion, source ingestion, oversampling classes, and question set modifications to increase the computed true labels. In addition, algorithm engineering, such as an implementation of the Newton-Raphson logistic regression with a regularization term, relaxes the constraints of class imbalance during training adaptation. We conclude by empirically demonstrating that data and algorithm engineering are complementary and indispensable to overcome the challenges in this first Watson gamification for real-world business problems.