Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games - NetGames '06 2006
DOI: 10.1145/1230040.1230074
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Modifying first person shooter games to perform real time network monitoring and control tasks

Abstract: 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 nati… Show more

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Cited by 2 publications
(1 citation statement)
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“…Video games are a way for expressing interior desires of human beings and video games sometimes reflect how someone wants to model his or her reality. Harrop and Armitage [6] presented a striking idea to transform the network administration tasks against cyber attacks into a first person shooting game. Their system employs the human mind's pattern recognition capability to detect anomalies on the network.…”
Section: Introductionmentioning
confidence: 99%
“…Video games are a way for expressing interior desires of human beings and video games sometimes reflect how someone wants to model his or her reality. Harrop and Armitage [6] presented a striking idea to transform the network administration tasks against cyber attacks into a first person shooting game. Their system employs the human mind's pattern recognition capability to detect anomalies on the network.…”
Section: Introductionmentioning
confidence: 99%