scholarly journals TESTING INFORMATION SYSTEM OF AN ENTERPRISE FOR VULNERABILITY USING VIRTUAL ENVIRONMENT

2021 ◽  
Vol 6 ◽  
pp. 52-57
Author(s):  
Roman S. Gorohov ◽  
Igor N. Karmanov

The paper focused on options for examining the organization's local area network for external sources of access. The approaches to finding the points of interaction of a potential attacker with the system are described. A variant of solving the problem of the impossibility of using the existing information system by using a virtual environment is also proposed. Thus, it becomes possible to test the information system for the presence of security threats, on a model that is as close to reality as possible.

2013 ◽  
Vol 284-287 ◽  
pp. 3275-3279
Author(s):  
Jin Cherng Lin ◽  
Men Jue Koo ◽  
Cheng Sheng Wang

IP scheme over Ethernet is one of the world's most widely used network structure. However, ARP Spoofing attacks still remain as one of serious security threats on the local area network. Despite the seriousness, there is no protective mechanism that can effectively protect against ARP Spoofing attacks available yet. This paper proposes an ARP query process mechanism that corresponds with the current IP/MAC mapping correlations based upon the existing ARP protocol and the "Direct Communication" characteristic of the LAN. It can effectively protect against ARP Spoofing attacks without change of network structures or an increase of investments in personnel and equipments.


Author(s):  
Pedro Morillo ◽  
Juan Manuel Orduña ◽  
Marcos Fernandez

Networked virtual environments (NVEs) have become a major trend in distributed computing, mainly due to the enormous popularity of multi-player online games in the entertainment industry. Nowadays, NVE systems are considered as the supporting technology for many networked and virtual organizations (NVO) (Singhal & Zyda, 1999), especially to those classified within the field of computer supported cooperative work (CSCW), where networked computer can be seen as a standard to provide the technological means to support the team design (Ott & Nastansky, 1997). These highly interactive systems simulate a virtual world where multiple users share the same scenario. The system renders the images of the virtual world that each user would see if he was located at that point in the virtual environment. Each user is represented in the shared virtual environment by an entity called avatar, whose state is controlled by the user through the client computer. Hundreds and even thousands of client computers can be simultaneously connected to the NVE system through different networks, and even through the Internet. NVE systems are currently used in many different applications (Singhal & Zyda, 1999) such as civil and military distributed training (Miller & Thorpe, 1995), collaborative design (Salles, Galli, Almeida et al., 1997) and e-learning (Bouras, Fotakis, & Philopoulos, 1998). Nevertheless, the most extended example of NVE systems are commercial multi-player online game (MOG) environments. These systems use the same simulation techniques that NVE systems do, and they are predicted to make up over 25 percent of local area network (LAN) traffic by 2010 (McCreary & Claffy, 2000).


2020 ◽  
Author(s):  
budiono

AbstractManajemen jaringan di era jaringan komputer modern adalah hal yang sangat penting karena setiap perangkat dapat berkoneksi dengan perangkat lain yang berada di seluruh dunia melalui kecanggihan teknologi internet. Tentu saja dengan kemajuan ini membutuhkan suatu sistem pemantauan jaringan komputer yang membantu administrator jaringan dalam mengelola Local Area Network (LAN). Permasalahan yang sering timbul adalah kesulitan untuk mengetahui status open port disaat terjadi trouble ataupun serangan di dalam jaringan karena jumlah port jaringan mencapai 65.536, sehingga membutuhkan waktu yang lebih lama untuk melakukan perbaikan jaringan. Selain itu kebutuhan akan suatu sistem terintegrasi dalam pemantauan proses serta statistik port dalam Local Area Network (LAN) menjadi landasan dalam penelitian ini sehingga dapat meminimalisasi penggunaan sistem yang terlalu banyak dalam pemantauan jaringan komputer. Hasil dari penelitian ini adalah suatu sistem baru hasil modifikasi dari Mandau Registry Tools and Information System dengan menambahkan layanan seperti informasi protokol, statistik port, dan informasi tentang Domain Name System (DNS) dan penambahan layanan Access Control Lists (ACLs) dengan Fail2Ban. Menggunakan tahapan perencanaan, analisis, desain, implementasi, dan pengujian sebagai metode pengembangan sistem, diharapkan penelitian ini dapat membantu pemantauan dan keamanan Local Area Network (LAN) yang lebih baik dengan kompleksitas informasi proses jaringan dan statistik port yang dihasilkan.Lan memiliki kecepatan perpindahan data yang lebih tinggi Berfungsi. dengan baik tanpa adanya jalur telekomunikasi kelainan tidak membutuhkan akses internet.Local area network Lan merupakan sebuah komputer yang saling dihubungkan bersama di dalam satu area tertentu yang tidak begitu luas secara garis besar terdapat dua tipe jaringan atau lan bubar dan jaringan client server.Pada jaringan peer to peer setiap komputer yang terhubung ke jaringan dapat bertindak baik sebagai workstation maupun server. Sedangkan pada Jaringan client server hanya satu komputer yang bertugas sebagai server dan komputer lain berperan sebagai workstation.


1994 ◽  
Vol 61 (1) ◽  
pp. 72-74
Author(s):  
C. Romano ◽  
C. Guizzetti ◽  
P. Graziotti ◽  
A. Ranieri ◽  
A. Losa ◽  
...  

“Urologist” was developed to run a Department of Urology. A local area network (LAN), one server and five stations, connects the single functional units of the Department (O.R.; I.C.U.; wards; Spinal Unit and Patient services). A Patient Identification Card integrates both clinical and organisational data. A multidisciplinary group, consisting of medical and non-medical specialists, was necessary to develop this system.


2011 ◽  
pp. 296-305
Author(s):  
Pedro Morillo ◽  
Juan Manuel Orduña ◽  
Marcos Fernandez

Networked virtual environments (NVEs) have become a major trend in distributed computing, mainly due to the enormous popularity of multi-player online games in the entertainment industry. Nowadays, NVE systems are considered as the supporting technology for many networked and virtual organizations (NVO) (Singhal & Zyda, 1999), especially to those classified within the field of computer supported cooperative work (CSCW), where networked computer can be seen as a standard to provide the technological means to support the team design (Ott & Nastansky, 1997). These highly interactive systems simulate a virtual world where multiple users share the same scenario. The system renders the images of the virtual world that each user would see if he was located at that point in the virtual environment. Each user is represented in the shared virtual environment by an entity called avatar, whose state is controlled by the user through the client computer. Hundreds and even thousands of client computers can be simultaneously connected to the NVE system through different networks, and even through the Internet. NVE systems are currently used in many different applications (Singhal & Zyda, 1999) such as civil and military distributed training (Miller & Thorpe, 1995), collaborative design (Salles, Galli, Almeida et al., 1997) and e-learning (Bouras, Fotakis, & Philopoulos, 1998). Nevertheless, the most extended example of NVE systems are commercial multi-player online game (MOG) environments. These systems use the same simulation techniques that NVE systems do, and they are predicted to make up over 25 percent of local area network (LAN) traffic by 2010 (McCreary & Claffy, 2000).


Author(s):  
Michéle Germain ◽  
Alexis Ferrero ◽  
Jouni Karvo

Using WLAN networks in enterprises has become a popular method for providing connectivity. We present the security threats of WLAN networks, and the basic mechanisms for protecting the network. We also give some advice on avoiding the threats.


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