Abstract:
Disclosed are methods and systems for creating a secure and dynamic public cloud-based cyber range by first creating a plurality of subscription-based virtual private networks on each of a plurality of public computing platforms. The public computing platforms may be accessible via a network, and may include at least one server. At least one virtual cyber range may be created relative to each of said private networks. Each cyber range may include a virtual network of one or more virtual computing components. The network traffic of said cyber ranges may be managed via at least one master controller to isolate said cyber range from a remainder of said public computing platforms not accessible via said network.
Abstract:
A mission-based cyber training platform allows both offensive and defensive oriented participants to test their skills in a game-based virtual environment against a live or virtual opponent. The system builds realistic virtual environments to perform the training in an isolated and controlled setting. Dynamic configuration supports unique missions using a combination of real and/or virtual machines, software resources, tools, and network components. Game engine behaves in a manner that will vary if participant attempts to replay a scenario based upon alternate options available to the engine. Scoring and leader boards are used to identify skill gaps/strengths and measure performance for each training participant. A detailed assessment of a player's performance is provided at the end of the mission and is stored in a user profile/training record.
Abstract:
A mission-based cyber training platform allows both offensive and defensive oriented participants to test their skills in a game-based virtual environment against a live or virtual opponent. The system builds realistic virtual environments to perform the training in an isolated and controlled setting. Dynamic configuration supports unique missions using a combination of real and/or virtual machines, software resources, tools, and network components. Game engine behaves in a manner that will vary if participant attempts to replay a scenario based upon alternate options available to the engine. Scoring and leader boards are used to identify skill gaps/strengths and measure performance for each training participant. A detailed assessment of a player's performance is provided at the end of the mission and is stored in a user profile/training record.
Abstract:
A system and method for implementing functionality within a network on behalf of first and second devices communicating with each other through the network. A front-end device is provided within the network that communicates data traffic with the first device. A back-end device is also implemented within the network and communicates data traffic with the second device. A communication channel couples the front-end device and the back-end device. Data traffic may be encoded into a different type or protocol for transport through the communication channel by the front-end device and back-end device. The front-end device and back-end device exchange quality of service information and may alter characteristics of the data traffic through the communication channel according to the quality of service information.
Abstract:
A mission-based cyber training platform allows both offensive and defensive oriented participants to test their skills in a game-based virtual environment against a live or virtual opponent. The system builds realistic virtual environments to perform the training in an isolated and controlled setting. Dynamic configuration supports unique missions using a combination of real and/or virtual machines, software resources, tools, and network components. Game engine behaves in a manner that will vary if participant attempts to replay a scenario based upon alternate options available to the engine. Scoring and leader boards are used to identify skill gaps/strengths and measure performance for each training participant. A detailed assessment of a player's performance is provided at the end of the mission and is stored in a user profile/training record.
Abstract:
A peer to peer dynamic network acceleration method and apparatus provide enhanced communications directly between two or more enhanced devices, such as enhanced clients. The enhanced clients may comprise a front-end, a back-end, or both. In general, the front-end and back-end of the enhanced clients work in concert to translate data into an enhanced protocol for communication between the enhanced clients. The enhanced protocol may provide acceleration, security, error correction, and other benefits. Data from various applications may be seamlessly translated between a first protocol and the enhanced protocol, such that the applications need not be modified to use the enhanced protocol. The enhanced clients may automatically detect one another to establish an enhanced communications channel automatically.
Abstract:
A mission-based cyber training platform allows both offensive and defensive oriented participants to test their skills in a game-based virtual environment against a live or virtual opponent. The system builds realistic virtual environments to perform the training in an isolated and controlled setting. Dynamic configuration supports unique missions using a combination of real and/or virtual machines, software resources, tools, and network components. Game engine behaves in a manner that will vary if participant attempts to replay a scenario based upon alternate options available to the engine. Scoring and leader boards are used to identify skill gaps/strengths and measure performance for each training participant. A detailed assessment of a player's performance is provided at the end of the mission and is stored in a user profile/training record.
Abstract:
A method and apparatus for dynamic network link acceleration provides a managed communication link for accelerated and reliable network communication between a client and other network devices. In one or more embodiments, a client computing device which generates communication packets of a first type is enhanced with a front end mechanism which selectively encodes the data packets into packets of a second type. The data packets which are encoded into a second type are transmitted over a managed communication link which may provide error correction, security, quality of service, and other services including acceleration of communications.
Abstract:
A testing system provides automated testing of one or more network infrastructures. The testing system may automatically reconfigure one or more devices within a network infrastructure and then conduct testing on the newly configured network infrastructure. Test results may be used to diagnose network anomalies and to compare performance or other characteristics of various network configurations. In one embodiment, the testing system tests a communication channel between a front-end and back-end mechanism where data traffic is encoded between the front-end and back-end mechanism.
Abstract:
A system and method for implementing functionality within a network on behalf of first and second devices communicating with each other through the network. A front-end device is provided within the network that communicates data traffic with the first device. A back-end device is also implemented within the network and communicates data traffic with the second device. A communication channel couples the front-end device and the back-end device. Data traffic may be encoded into a different type or protocol for transport through the communication channel by the front-end device and back-end device. The front-end device and back-end device exchange quality of service information and may alter characteristics of the data traffic through the communication channel according to the quality of service information.