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
The Spinning Cube of Potential Doom
Communications of the ACM - Wireless sensor networks
I know my network: collaboration and expertise in intrusion detection
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
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
Defining and Evaluating Greynets (Sparse Darknets)
LCN '05 Proceedings of the The IEEE Conference on Local Computer Networks 30th Anniversary
Inferring Internet denial-of-service activity
ACM Transactions on Computer Systems (TOCS)
Data reduction for the scalable automated analysis of distributed darknet traffic
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Mapping and visualizing the internet
ATEC '00 Proceedings of the annual conference on USENIX Annual Technical Conference
Wildlife net-gamekeepers using sensor network
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Eden: supporting home network management through interactive visual tools
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
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This paper describes how a first person shooter (FPS) game engine can be leveraged for monitoring and control of enterprise IP data networks. Network administration can then occur in the following manner: network events (such as port scans or packets hitting a darknet) are translated in real time to various changes in the 3D game world state. Network administrators, logged in as 'players', can then collaboratively detect anomalous network events using the visual and aural cues given by the game. Using the native interaction metaphors from within the game (such as shooting, using or healing) they can then instantiate network administration policy changes (such as network layer firewall rules) directly back onto the running network without the need for interactions with complicated command line interfaces. We explore the possibilities offered by modern 3D game engines to implement this scheme as a server-side 'mod'. Finally, we detail the modifications made to the open source game engine 'Cube' to allow both the visualisation of large amounts of live network data within a virtual environment and support interacting with this data to create network administration events.