CS Graduate Research Seminar (Presentations by Foyzul Hassan and Brita Munsinger)
Date: March 3, 2017
Organizers: Jianhua Ruan, Wei Wang, Weining Zhang with support from the CS Graduate Student Association and faculty.
Time: 1:00-2:00 pm
Place: NPB 3.108, CS Conference Room
Seminar 1 presented by Foyzul Hassan (Software Evolution, Reliability & Security Lab with Dr. Xiaoyin Wang)
Topic: Build Prediction Model in Continuous Integration to Avoid Integration Delay
Abstract: Continuous Integration(CI) is a well adopted development practice where developers integrate their work after applying code modifications. CI servers usually check Git or SVN repositories for code changes and perform build, unit testing, integration testing and generate test summary report if modifications are committed to the repository. Despite the widespread adoption of CI, little is understood about the multiplicity of errors that may occur during build, and factors that lead to build failures. Yet, during development, a large amount of time and focus goes into finding such errors, and then fixing broken build to allow the continued development on top of successfully built and tested changes. Furthermore, for large software projects often build chains may run for long time. Long build chain inhibits one of the key purpose of CI: to produce rapid feedback on the effects of an integration to system. In our research, we proposed build prediction model that uses build log clustering and AST level code changes to predict whether build will be successful or not to avoid integration delay.
Seminar 2 presented by Brita Munsinger (SAVE Lab with Dr. John Quarles)
Topic: Exploring game design for cybersecurity training
Abstract: Cybersecurity awareness and cyber skills training are vitally important and challenging. A huge number of attacks against everyday users occur routinely. Prevention techniques and responses are wide ranging but are only effective if used effectively. The objective of this research is to teach everyday users the requisite cybersecurity skills through gaming, beyond the current state of practice. Because the skill level of the trainees is also wide ranging, from causal computer users to software engineers to system administrators to managers, the games must also be capable of training this wide range of computer users. Computer games can provide a media for delivering training in an engaging format at levels appropriate for the individual trainees. In this paper we (1) describe the state of practice by describing the gaming tool used in most cyber challenges at high schools and colleges in the U.S, i.e., the cybersecurity gaming tool CyberNEXS� (Science Applications International Corporation), (2) outline some of the additional topics that should be addressed in cybersecurity training and (3) note some other approaches to game design that might prove useful for future cybersecurity training game development beyond CyberNEXS.