Current Internet security is complex, expensive and ineffective. The usual argument is that the TCP/IP protocol suite was not designed having security in mind and security mechanisms have been added as add-ons or separate protocols. We argue that fundamental limitations in the Internet architecture are a major factor contributing to the insecurity of the Net. In this paper we explore the security properties of the Recursive InterNetwork Architecture, analyzing the principles that make RINA networks inherently more secure than TCP/IP-based ones. We perform the specification, implementation and experimental evaluation of the first authentication and SDU protection policies for RINA networks. RINA's approach to securing layers instead of protocols increases the security of networks, while reducing the complexity and cost of providing security.
This paper presents a fast multi-stage method for on-line detection of RTP streams and codec identification of transmitted voice or video traffic. The method includes an RTP detector that filters packets based on specific values from UDP and RTP headers. When an RTP stream is successfully detected, codec identification is applied using codec feature sets. The paper shows advantages and limitations of the method and its comparison with other approaches. The method was implemented as a part of network forensics framework NetFox developed in project SEC6NET. Results show that the method can be successfully used for Lawful Interception as well as for network monitoring.
The paper describes the mechanism for involving students from multilingual, geographically separated institutions in a coordinated educational experience and presents the observations and evaluation of outcomes related to the collaborative project. The project was realized as a part of ILERT (International Learning Environment for Real-Time Software Intensive Control System) EU/US activity sponsored by FIPSE/EC Atlantis Program. As a part of the pilot implementation phase of the ILERT project, international students teams have worked on robotic design and control experiments with LEGO MINDSTORMS NXT kits. The project has engaged on-site students and faculty of universities from four countries (USA, Poland, France, and Czech Republic). The robot maze navigation problem has been defined as an example. LEGO-MINDSTROMS NXT kit has been selected as a common platform for students teams. A Web-based Project Management System (WebPMS) has been used to improve communication and test Internet based tools for inter-university collaboration. Final evaluation of the project outcomes, including students survey results, are presented in this paper.
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