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doi:10.1093/comjnl/bxp026 A Digest and Pattern Matching-Based Intrusion Detection Engine
, 2008
"... Intrusion detection/prevention systems (IDSs/IPSs) heavily rely on signature databases and pattern matching (PM) techniques to identify network attacks. The engines of such systems often employ traditional PM algorithms to search for telltale patterns in network flows. The observations that real-wor ..."
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cannot be determined by fingerprints alone, our framework uses the Boyer–Moore algorithm to ascertain whether attack signatures appear in the stream. To reduce false matches, we resort to multiple fingerprinting techniques including Bloom–Filter and Rabin–Fingerprint. Experimentation with a prototype
unknown title
"... ABSTRACT: Cloud computing is an arising technology which provide various services through internet. User can remotelystored their data on the cloud. And enjoying on demand high quality cloud applications without the burden of local storage and maintenance. But the user do not fell protected because ..."
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is kept private from the public verifier.oruta also support for batch auditing.It perform multiple auditing tasks simultaneously and improve the efficiency of verification for multiple auditing tasks.Oruta stands for "One Ring to Rule Them All". II.RELATED WORKS Provable Data Possession
An Improved Threshold Ring Signature Scheme Based on Error Correcting Codes
"... Abstract. The concept of threshold ring signature in code-based cryptography was introduced by Aguilar et al. in [1]. Their proposal uses Stern’s identification scheme as basis. In this paper we construct a novel threshold ring signature scheme built on the q-SD identification scheme recently propos ..."
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oracle model and its security relies on the hardness of an error-correcting codes problem (namely the q-ary syndrome decoding problem). In this paper we also provide implementation results of the Aguilar et al. scheme and our proposal, this is the first efficient implementation of this type of code
ii List of Publications
, 2014
"... pages 156–175, 2013. [2] Johannes Buchmann, Denise Demirel, and Jeroen van de Graaf. Towards a publicly-verifiable mix-net providing everlasting privacy. In Financial Cryptog-raphy, pages 197–204, 2013. [3] Denise Demirel, Jeroen van de Graaf, and Roberto Araùjo. Improving helios ..."
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pages 156–175, 2013. [2] Johannes Buchmann, Denise Demirel, and Jeroen van de Graaf. Towards a publicly-verifiable mix-net providing everlasting privacy. In Financial Cryptog-raphy, pages 197–204, 2013. [3] Denise Demirel, Jeroen van de Graaf, and Roberto Araùjo. Improving helios
guidance of Prof. Raj Jain)
"... Kerberos was initially developed at MIT as a part of Project Athena and in these days it is widely deployed single sign-on protocol that is developed to authenticate clients to multiple networked services. Furthermore, Cross-realm authentication is a useful and interesting component of Kerberos aime ..."
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Kerberos was initially developed at MIT as a part of Project Athena and in these days it is widely deployed single sign-on protocol that is developed to authenticate clients to multiple networked services. Furthermore, Cross-realm authentication is a useful and interesting component of Kerberos
APractical Lattice-based Digital Signature Schemes
"... Digital signatures are an important primitive for building secure systems and are used in most real world security protocols. However, almost all popular signature schemes are either based on the factoring as-sumption (RSA) or the hardness of the discrete logarithm problem (DSA/ECDSA). In the case o ..."
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Digital signatures are an important primitive for building secure systems and are used in most real world security protocols. However, almost all popular signature schemes are either based on the factoring as-sumption (RSA) or the hardness of the discrete logarithm problem (DSA/ECDSA). In the case of classical cryptanalytic advances or progress on the development of quantum computers the hardness of these closely related problems might be seriously weakened. A potential alternative approach is the construction of sig-nature schemes based on the hardness of certain lattices problems which are assumed to be intractable by quantum computers. Due to significant research advancements in recent years, lattice-based schemes have now become practical and appear to be a very viable alternative to number-theoretic cryptography. In this paper we focus on recent developments and the current state-of-the-art in lattice-based digital signatures and provide a comprehensive survey discussing signature schemes with respect to practicality. Additionally, we discuss future research areas that are essential for the continued development of lattice-based cryptography.
Secure Geographic Routing in Wireless Sensor Networks
, 2013
"... the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Auth ..."
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the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company); acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet.
22.10.2009 Implementation of a Peer-to-Peer Multiplayer Game with Realtime Requirements
"... Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are ..."
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Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are client-server based, which is feasible for relatively slow role-playing games. Those have modest bandwidth and latency requirements and are paid for by their customers. For MMOGs with higher realtime requirements and/or a smaller number of customers willing to pay, peer-to-peer networking seems to be a serious alternative. This work analyzes the implementation of both a client-server and a peer-to-peer networking model for the prototype shooter game Planet π4. Initially, a survey introduces recent academic approaches to peer-to-peer systems specifically designed for games. Of those, one system is selected for implementation with Planet π4. Planet π4 is improved in several aspects for the purpose of analyzing various network implementations. First, its architecture is restructured and cleaned to allow for an easy replacement of the networking component. Second, its core is modified to work in a completely event-based mode, supporting the execution of the game in an discrete-event-based network simulator. Third, a simple artificial intelligence player is developed for workload generation in large (and possibly simulated) networks. Furthermore, the newly developed transport protocol CUSP is applied for the network implementation, thus the game is the first real application using CUSP. Finally the game Planet π4 is integrated with the CUSP network simulator, allowing to run the whole game in a simulated network without the need for modification of its core components. Kurzfassung Massen-Mehrspieler-Onlinespiele (Massively multiplayer online games; MMOGs) wurden in den vergangenen Jahren zunehmend populär, insbesondere in Form von Online-Rollenspielen (MMORPGs). In
Using BubbleStorm Accepted Master-Thesis from Marcel Lucas
"... Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbehö ..."
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Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbehörde vorgelegen. Darmstadt, den 17. Mai 2011 (Marcel Lucas) The popularity of Networked Virtual Environments (NVE) increased remarkably in recent years where a plethora of players participate concurrently. Traditional approaches applying the Client/Server pattern swiftly reach their limit in terms of scalability and maintainability. Hence, different approaches are based on Peer-to-Peer (P2P) technology. In particular, fast-paced NVEs stress these systems and most likely cause high overlay maintenance overhead. This Master’s Thesis presents a novel approach to spatial Publish/Subscribe (Pub/Sub) in P2P NVEs. The unstructured P2P system BubbleStorm offers flexible and scalable means and is therefore used as a fundamental base for the developed Pub/Sub system. As the evaluation of the subscription is performed
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