In this paper, an Intrusion Detection and Prevention System (IDPS) for the Distributed Network Protocol 3 (DNP3) Supervisory Control and Data Acquisition (SCADA) systems is presented. The proposed IDPS is called DIDEROT (Dnp3 Intrusion DetEction pReventiOn sysTem) and relies on both supervised Machine Learning (ML) and unsupervised/outlier ML detection models capable of discriminating whether a DNP3 network flow is related to a particular DNP3 cyberattack or anomaly. First, the supervised ML detection model is applied, trying to identify whether a DNP3 network flow is related to a specific DNP3 cyberattack. If the corresponding network flow is detected as normal, then the unsupervised/outlier ML anomaly detection model is activated, seeking to recognise the presence of a possible anomaly. Based on the DIDEROT detection results, the Software Defined Networking (SDN) technology is adopted in order to mitigate timely the corresponding DNP3 cyberattacks and anomalies. The performance of DIDEROT is demonstrated using real data originating from a substation environment.
CCS CONCEPTS• Security and privacy → Intrusion detection systems; • Computing methodologies → Neural networks.
<p>Gamification has been characterized as the usage of video game elements in non-game environments. Gamification in cybersecurity awareness training can lead to more engaging interactions, greater pleasure, and increased security. Serious games are becoming increasingly popular since they allow learning in a natural setting. Although many of the principles covered in cybersecurity awareness training are universal, many forms of training fail because they rely on rote learning and do not require users to think about security concepts. The primary goal of this research is to conduct a review of the literature on cybersecurity awareness training methodologies and frameworks, as well as serious games that may be used to raise awareness among people, organizations, and first responders.</p>
<p>Gamification has been characterized as the usage of video game elements in non-game environments. Gamification in cybersecurity awareness training can lead to more engaging interactions, greater pleasure, and increased security. Serious games are becoming increasingly popular since they allow learning in a natural setting. Although many of the principles covered in cybersecurity awareness training are universal, many forms of training fail because they rely on rote learning and do not require users to think about security concepts. The primary goal of this research is to conduct a review of the literature on cybersecurity awareness training methodologies and frameworks, as well as serious games that may be used to raise awareness among people, organizations, and first responders.</p>
Energy efficiency lies at the very core of policy interventions for energy security, energy poverty and climate change, while it also is promoted by technological innovations and investments. However, it seems that these technologies are not adopted by consumers at least to the extent that the assumption of rational behavior would predict. The EVIDENT project aims to study individuals' decision-making process on energy consumption decisions, understand their habits and based on the research's insight propose novel energy policy frameworks. This work aims to present the EVIDENT platform, which is being developed in the context of the project. The platform provides a series of crowdsourcing tools, such as polls, questionnaires, and serious games, trying to understand the behaviour of EU citizens on energy consumption issues and how their behavioural patterns correlate with their financial literacy level.
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