Cooperative work environment using virtual workspace
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Design and use of MUDs for serious purposes (workshop session)(abstract only)
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Doom as an interface for process management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A computer game virtual environment for collaboration
GROUP '01 Proceedings of the 2001 International ACM SIGGROUP Conference on Supporting Group Work
Computer games and scientific visualization
Communications of the ACM - How the virtual inspires the real
Network intrusion visualization with NIVA, an intrusion detection visual and haptic analyzer
Information Visualization
The Spinning Cube of Potential Doom
Communications of the ACM - Wireless sensor networks
Passive visual fingerprinting of network attack tools
Proceedings of the 2004 ACM workshop on Visualization and data mining for computer security
Home-centric visualization of network traffic for security administration
Proceedings of the 2004 ACM workshop on Visualization and data mining for computer security
NVisionIP: netflow visualizations of system state for security situational awareness
Proceedings of the 2004 ACM workshop on Visualization and data mining for computer security
CyberSeer: 3D audio-visual immersion for network security and management
Proceedings of the 2004 ACM workshop on Visualization and data mining for computer security
Toward understanding distributed blackhole placement
Proceedings of the 2004 ACM workshop on Rapid malcode
I know my network: collaboration and expertise in intrusion detection
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Design and evaluation challenges of serious games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
CHINZ '05 Proceedings of the 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: making CHI natural
Greynets: a definition and evaluation of sparsely populated darknets
Proceedings of the 2005 ACM SIGCOMM workshop on Mining network data
SmartColor: disambiguation framework for the colorblind
Proceedings of the 7th international ACM SIGACCESS conference on Computers and accessibility
Defining and Evaluating Greynets (Sparse Darknets)
LCN '05 Proceedings of the The IEEE Conference on Local Computer Networks 30th Anniversary
Exploring Three-dimensional Visualization for Intrusion Detection
VIZSEC '05 Proceedings of the IEEE Workshops on Visualization for Computer Security
A User-centered Look at Glyph-based Security Visualization
VIZSEC '05 Proceedings of the IEEE Workshops on Visualization for Computer Security
Preserving the Big Picture: Visual Network Traffic Analysis with TN
VIZSEC '05 Proceedings of the IEEE Workshops on Visualization for Computer Security
Inferring Internet denial-of-service activity
ACM Transactions on Computer Systems (TOCS)
Mapping and visualizing the internet
ATEC '00 Proceedings of the annual conference on USENIX Annual Technical Conference
Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
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Identifying and reacting to malicious or anomalous IP traffic is a significant challenge for network operators. Automated real-time responses have been simplistic and require followup actions by technically specialised employees. We describe a system where off-the-shelf 3D game-engine technology enables collaborative network control through familiar "interaction" metaphors by translating network events into visually-orthogonal "activities". Anomalous behaviour is targeted by the managers-as-players using in-game techniques, such as "shooting" or "healing", resulting in defensive actions (such as updates to a firewall's access control list) being instantiated behind the scenes.