Kategorier
Nyheder

Nordisk hackerteam har kvalificeret sig til verdensmesterskab

11. august 2021

Nordisk hackerteam har kvalificeret sig til verdensmesterskab

Den 6.-9. august mødes de 16 bedste hold fra hele verden for at konkurrere i det uofficielle verdensmesterskab i hacking. Hackingkonkurrencen, kaldet DEFCON, afholdes årligt i Las Vegas, men på grund af COVID-19 afholdes den delvist online. Det danske hold “Kalmarunionen” deltager i et nordisk drømmehold med spillere fra Sverige og Norge.

Inden finalen har de har været oppe imod de bedste hold fra Kina, USA og Rusland, forklarer Morten Eskildsen, der er tidligere holdkaptajn på det danske cyberlandshold, og som har været med i Kalmarunionen siden de begyndte at deltage i internationale konkurrencer tilbage i august 2020.

“Vi har samlet et nordisk hold i erkendelse af, at vi fra dansk side ikke var nok til at kunne deltage i finalen. Holdet består af folk i alle aldre. Den yngste er lige blevet 16 år og går i gymnasiet, mens de ældste er i 40’erne og arbejder professionelt med it-sikkerhed. Det, der forener os, er interessen for hacking og cybersikkerhed,” forklarer Morten Eskildsen, der er nyuddannet datalog fra Aarhus Universitet.

De mødes hver weekend for at deltage i online hacker-konkurrencer, hvor man skal løse forskellige sikkerhedsopgaver. Det kan være nogle it-systemer, der er huller i, eller kryptografi, der er lavet på en måde, som ikke er sikker, og som man skal prøve at finde sårbarhederne i.

DEFCON, der er den største af denne type konkurrencer og dermed en slags VM, foregår ved, at man får udleveret en eller flere servere, som hoster forskellige services. Det kan være et program, der beregner, hvordan man skal overføre nogle penge eller lignende. Alle får udleveret identiske servere, som indeholder sårbarheder, som det gælder om at kende og udnytte til at kunne hacke de andre teams samtidig med, at man beskytter sine egne servere.

“Det er virkelig det vilde vesten, for lige så snart du finder en sårbarhed, er der 15 andre servere, som du skal angribe, og samtidig er der 15 andre. der prøver at lægge dig ned. Tit sker der det, at man fokuserer på nogle bestemte servere, som man måske finder huller i, men så bliver man pludselig selv udnyttet. Du får point alt efter, hvor mange servere, du kan hacke og stjæle flag fra, heraf navnet Capture The Flag (CTF).”

“Der er brug for alle slags kompetencer. Mange er vant til den aggressive del, men der er også meget defensivt i det, og her hjælper det, at vi er et hold, hvor der er nogle, som arbejder i industrien, og som er vant til at beskæftige sig med serveradministration.”

Holdet, der tæller godt 60 deltagere, mødes fysisk i København i Aalborg Universitets lokaler, undtagen deltagerne fra Norge, der er med online, da de ikke kan være med på grund af coronarestriktioner. 
Man kan læse mere om Kalmarunionen her eller følge det nordiske hold på Twitter her.

DIREC, der er et nationalt center for forskning i digitale teknologier, er medsponsor af Kalmarunionens deltagelse i eventet, fordi det styrker behovet for digitale kompetencer indenfor bl.a. cybersikkerhed.

Konsortiet bag DIREC består af de datalogiske institutter på Danmarks Tekniske Universitet, Københavns Universitet, Roskiklde Universiteter, Copenhagen Business School, IT-Universitetet, Syddansk Universitet, Aarhus Universitet og Aalborg Universitet, som alle har forskergrupper, der kan måle sig med de bedste internationalt. Desuden deltager Alexandra Instituttet A/S, der som mission har at omsætte ny it-forskning og teknologi til værdi i form af nye innovative produkter og services hos danske virksomheder og den offentlige sektor.

Yderligere information:
Morten Eskildsen, Kalmarunionen, morten@moddi.dk

Thomas Riisgaard Hansen, managing director DIREC – Digital Research Centre Denmark, thomas.r.hansen@direc.dk, +45 29 40 33 97.


Kategorier
Events

Summer School on Privacy-Preserving Machine Learning

Summer School on Privacy-Preserving Machine Learning

From August 1 to August 4, 2022, the Departments of Computer Science at ITU Copenhagen and Aarhus University invite you to the Summer School on Privacy-Preserving Machine Learning.

Privacy-Preserving Machine Learning is an important and exciting research subject that investigates how to benefit from machine learning techniques while preserving the privacy of training data and learned models.

At the PPML School 2022 lecturers with both a theoretical and applied background will cover a broad spectrum of subjects such as Multiparty Computation, Fully Homomorphic Encryption, Differential Privacy, Federated Learning as well as practical attacks. Current confirmed speakers are:

  • Emiliano De Cristofaro (UCL)
  • Rafael Dowsley (Monash University – tentative)
  • Divya Gupta (Microsoft Research)
  • Peter Kairouz (Google)
  • Yuriy Polyakov (Duality)
  • Yang Zhang (CISPA)

The school is aimed at PhD and Master students in the areas of Security as well as Machine Learning, but we also encourage researchers as well as other people with an interest in the area to attend.

Registration for the school is now open for a fee of 500 DKK (approximately 70 USD or 67 EUR). Students can obtain 3 ECTS for attending the school.

The event is organized by Bernardo David, Associate Professor at ITU Copenhagen and Carsten Baum, Assistant Professor at Aarhus University and will take place from August 1st until August 4th on the campus of ITU Copenhagen. We are currently investigating a remote participation option, but this is so far not decided.

More information will be provided soon. We will provide information about potential stipends at a later point of time.

Registration deadline is on June 30th!

The event is supported by the International Association for Cryptologic Research, the Danish Data Science Academy, the Pioneer Centre for Artificial Intelligence as well as the Digital Research Centre Denmark (DIREC).

Kategorier
DIREC TALKS

DIREC TALKS: Changing the Game: How Data Science has Transformed the Games Industry

Changing the Game: How Data Science has Transformed the Games Industry

The interactive entertainment industry has grown dramatically in the past decade and is recently projected to reach 230 billion USD in global yearly revenue, making it one of the super-heavyweight sectors in entertainment. Estimates place the number of people worldwide who currently play computer games at over 4 billion.

Tracking detailed interaction behaviour from this number of people results in truly massive datasets. With the rapid growth and innovation in the sector, data has come to the forefront as a means for informing decision making. This has in turn spurred the evolution of the domain of Game Data Science – a cross-disciplinary area that merges perspectives from multiple academic domains to help the Creative Industries make sense – and use – of the rapidly growing data space. Given the constant changes in games, the people who play them and the communities that support them, data from games tend to be volatile, requiring that they be acted on rapidly.

In addition to supporting the industry, the data from video games and gamified applications has permitted Game Data Science to target a broad variety of research questions, from exploring human behaviour to developing new algorithms for real-time analytics, as well as exploring mental health and global cultural shifts.

Game Data Science has had a direct impact on the interactive entertainment industry within the past few years, as the practice of tracking and analysing the behaviour of players and processes has emerged as a key component of game development in this age of mobile platforms, increased game persistence and non-retail-based revenue models.

In this DIREC Talk, Anders Drachen will dive into Game Data Science, explaining what makes games unique and the changes in the industry that build them. A central focus of the presentation will be the user, the player, who is alfa and omega for the success of games, whether they are intended for entertainment or educational purposes.

Drachen will also cover:

  • the brief but turbulent history of data science applied in games.
  • the current state of the art in the sector.
  • the fundamental approaches toward problem-solving and the knowledge discovery process inherent in the domain.
  • examples of how Game Data Science operates in practice. The Innovate UK Demonstrator Project Weavr will be presented, which has delivered ground-breaking new data-driven visualisations to esports stakeholders.

Key takeaways from this DIREC Talk

  • An overview of the role of data science in the games industry
  • Some of the cross-disciplinary challenges and opportunities that have emerged in this fast-evolving area

Anders Drachen

PROFESSOR, MAERSK MCKINNEY-MOELLER INSTITUTE
UNIVERSITY OF SOUTHERN DENMARK
Speaker

Anders Drachen

Anders Drachen, PhD, (born 1976) is Professor and Head of the Game Development and Learning Technologies Unit at the Maersk McKinney-Moeller Institute, University of Southern Denmark, as well as Lead Analyst for Weavr, which is building new data-driven audience experiences across esports and sports and Co-Director for the Arena Research Cluster, an international research network focused on innovation in esports and sports. He is also affiliated with various universities, committees, and networks, e.g. the Digital Creativity Labs (former co-director), a UK Digital Economy Hub and World Centre for Excellence, which connects 100+ partners in delivering impact-driven research in games, interactive media and the rich space in which they converge at the University of York (UK), the Turing Institute data visualisation SIG, the IGGI Centre for Doctoral Training, and is adjunct faculty at the University of Ontario Institute of Technology.

He is recognized as one of the world’s most influential people in business intelligence in the Creative Industries, and a core innovator in the domain with 170+ publications across game analytics and games user research. His work has assisted major international game publishers, as well as SMEs, make better decisions based on their data, and led to the introduction of new value-generating practices across more than a dozen major game companies. As an interdisciplinary, veteran data scientist, his work has reached across user behaviour, user experience, business intelligence, big data, machine learning, information systems, human-computer interaction, digital business transformation, data visualisation, audience interaction, design, psychology, health, supply chains and blockchain.   He is editor/author of three field-defining books in the Creative Industries domain: Game Analytics – Maximizing the Value of Player Data, which has seen over 200,000 downloads, Games User Research, a standard work of reference in the games industry, and Game Data Science.  

His research has been covered by international print and online media worldwide. Major national print and online news outlets such as Wired, New York Post and Forbes have covered his research which has attained global attention on multiple occasions. His research work has received five best paper awards and two honourable mentions at major conferences including the Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) in 2015 and the ACM CHI Conference on Human Factors in Computing Systems in 2019.

He was part of the team behind the International Game Development Association’s Special Interest Group on Games Research and User Experience, which today counts over 3100 members worldwide. He is a member of the board of the International Game Development Association’s Special Interest Group on Game Analytics. He is a member of Turing Institute Special Interest Group on Data Visualisation and the Council of Professors and Heads of Computing in the United Kingdom. He is a member of multiple other international special interest groups and committees.

He has organized several international conferences and workshops and served on dozens of conference committees. He collaborates with international networks of colleagues in academia and industry and works with students worldwide on research projects. He is a strong proponent of work-integrated learning and an active partner for the Creative Industries in matchmaking students for internships and careers.

Having lived and worked on four different continents, Anders Drachen has had the mixed pleasure of fending off three shark attacks in Africa and Australia. He is also the youngest Dane in history to publish a cooking book – dedicated to ice cream. In his spare time, he writes books for children about technology and economics (www.aequipectenpublishing.com).

Kategorier
DIREC TALKS

DIREC TALKS: How corona changed distributed work – The future challenges in hybrid work

How corona changed distributed work – The future challenges in hybrid work

The corona pandemic changed the perspective on how organizations think about the challenges in collaboration across geographical distance.

 

The distance framework from 2000 has been fundamental to how we think about the design and use of technology supporting cooperative work. In 2014, the framework was changed due to new technological opportunities. With corona, the challenges embedded in distributed work changed again in 2020 and now, after the pandemic, we have a situation where organizations think about how to utilize the learnings from the pandemic in the future workplace.

Professor Pernille Bjørn from University of Copenhagen will take us though the different frameworks and discuss the fundamental challenges in distributed and hybrid work before she presents potential ideas for how to move forward in an organization in terms of future work situations.

PERNILLE BJØRN

PROFESSOR, DEPT. OF COMPUTER SCIENCE
UNIVERSITY OF COPENHAGEN

Speaker

Pernille Bjørn

My main research falls into the research domain of Computer Supported Cooperative Work (CSCW). CSCW is an interdisciplinary research agenda with two main aims, namely to 1) investigate the basic nature of collaborative work, with the aim of 2) designing collaborative technologies.

Since 2006, I have studied the collaborative work practices in several different domains: Software development, Healthcare, Engineering, and Education. The collective contribution of all this work has to date added to unpacking practices of routine, coordination, sorting, triage, awareness, commitment, coupling of work, knowledge sharing, and cultural difficulties. Unpacking of complexities of collaborative practices can be done in many ways, and most currently we have looked into how digital tracking technologies can facilitate architectural practices of future hospitals. The purpose of this work is to figure out how to bring these insights into the way we think, design, adapt, and embed collaborative technologies.

Most recently, my interest has moved towards more design-oriented interests especially how to utilise the potentials of digital fabrication technologies for exploratory prototyping. In particular, I am interested in exploring Maker communities and the role which Makerspaces have in facilitating entrepreneurship and innovation. More concretely, exploring how disruptive technologies e.g. Blockchain have the ability to change innovation. Current work also includes exploring the role of critical design artefacts, and the ways in which we can challenge current trends within development of digital interactive technologies.

Kategorier
Nyheder

Nyt millionprojekt skal udstyre maskinlæring med et sikkerhedsskjold

30 million project grant for providing a safety shield for machine learning

Professor Kim Guldstrand Larsen fra Institut for Datalogi på Aalborg Universitet modtager en Villum Investigator-bevilling på 30 mio. kr. Pengene skal gå til et nyt projekt, der skal styrke sikkerheden i såkaldt cyber-fysiske systemer som selvkørende biler og medicinsk udstyr.

Kategorier
Nyheder

Vi står klar til at hjælpe: To nye nationale tech-samarbejder giver din virksomhed global konkurrencefordel

Klumme i Computerworld

Vi står klar til at hjælpe: To nye nationale tech-samarbejder giver din virksomhed global konkurrencefordel

(Foto: Dan Jensen) 

Danmark har i 2020 fået to nye landsdækkende aktører inden for digital innovation, som kan fremme innovationskraften inden for fremtidens digitale teknologier og forretning.

Vi hører det igen og igen: Digital innovation og brugen af de absolut nyeste digitale teknologier er essentielle i virksomheder, når vi skal øge dansk konkurrenceevne ved at skabe fremtidssikrede produkter, øge produktivitet og effektivisere virksomheder.

Samtidig viser undersøgelser, at mange virksomheder stadig trykker på bremsen i stedet for speederen i den digitale fremdrift.

Kategorier
Bridge project

Verifiable and Safe AI for Autonomous Systems

Project type: Bridge Project

Verifiable and Safe AI for Autonomous Systems

The rapidly growing application of machine learning techniques in Cyber-Physical Systems leads to better solutions and products in terms of adaptability, performance, efficiency, functionality and usability. However, Cyber-Physical Systems are often safety critical (e.g., self-driving cars or medical devices), and the resulting need for verification against potentially fatal accidents is self-evident and of key importance. Most recently, in the EU White Paper: “On Artificial Intelligence – A European approach to excellence and trust” (February 2020) the safety risks that come with usage of AI are 
stipulated:
 
AI technologies may present new safety risks for users when they are embedded in products and services. For example, as result of a flaw in the object recognition technology, an autonomous car can wrongly identify an object on the road and cause an accident involving injuries and material damage. This in turn makes it difficult to place liability in case of malfunctioning:
Under the Product Liability Directive, a manufacturer is liable for damage caused by a defective product. However, in the case of an AI based system such as autonomous cars, it may be difficult to prove that there is a defect in the product, the damage that has occurred and the causal link between the two.
 
What is needed are new methods, where machine learning is integrated with model-based techniques such that machine-learned solutions, typically optimising expected performance, are ensured to not violate crucial safety constraints, and can be certified not to do so. Relevant domains include all types of autonomous systems, where machine learning is applied to control safety critical systems.

The research aim of the project is to develop methods and tools that will enable industry to automatically synthesise correct-by-construction and near-optimal controllers for safety critical 45 systems within a variety of domains. The project will involve a number of scientific challenges including representation of strategies – neural networks (for compactness), decision trees (for explainability). Also, development of strategy learning methods with statistical guarantees is crucial.

A key challenge is understanding and specifying what safety and risk means for model-free controllers based on neural networks. Once formal specifications are created, we aim at combining the existing knowledge about property-based testing, Bayesian probabilistic programming, and model checking.

The scientific value of the project are new fundamental theories, algorithmic methods and tools together with evaluation of their performance and adequacy in industrial settings. These are important contributions bridging between the core research themes on AI and Verification in DIREC.

For capacity building the value of the project is to educate PhD students and Post Docs in close collaboration with industry. The profile of these PhD students will meet a demand in the companies for staff with competences on both machine learning, data science and traditional software engineering. In addition, the project will offer a number of affiliated students projects at master-level.

For the growing number of companies relying of using AI in their products the ability to produce safety certification using approved processes and tools will be vital in order to bring safety critical applications to the market. At the societal level trustworthiness of AI-based systems is of prime concern within EU. Here methods and tools for providing safety guarantees can play a crucial role.

The project involves the research themes of Verification (WS7), AI (WS2), and CyPhys (WS6).

March 1, 2021 – March 1, 2024 – 3 years

Total budget DKK 9,12 million / DIREC investment DKK 3,73 million

Participants

Project Manager

Kim Guldstrand Larsen

Professor

Aalborg University
Department of Computer Science

E: kgl@cs.aau.dk

Thomas Dyhre Nielsen

Professor

Aalborg University
Department of Computer Science

Andrzej Wasowski

Professor

IT University of Copenhagen
Department of Computer Science

Martijn Goorden

PostDoc

Aalborg University
Department of Computer Science

Esther Hahyeon Kim

PhD Fellow

Aalborg University
Department of Computer Science

Mohsen Ghaffari

PhD fellow

IT University of Copenhagen
Department of Computer Science

Thomas Asger Hansen

Head of Analytics and AI

Grundfos

Ole Fritz Adeler

Constituted CTO

HOFOR

Brian Boyles

Marketing and Pre-Sales

Seluxit

Malte Skovby Ahm

Research and business lead

Aarhus Vand

Thor Danielsen

Project Manager

HOFOR A/S

Daniel Lux

CEO

Seluxit

Karsten Lumbye

Chief Innovations Officer

Aarhus Vand

Kristoffer Tønder Nielsen

Project Manager

Aarhus Vand

Christian Schilling

Assistant Professor

Aalborg University
Department of Computer Science

Martin Zimmermann

Associate Professor

Aalborg University
Department of Computer Science

Partners

Kategorier
Nyheder

Forskningsdirektør: Et styrket samarbejde mellem forskere og virksomheder vil gøre os til ynglested for fremtidens teknologier

Et styrket samarbejde mellem forskere og virksomheder vil gøre os til ynglested for fremtidens teknologier

Hvis Danmark skal være førende indenfor teknologi, skal vi styrke samarbejdet mellem forskere og virksomheder. Der skal investeres i uafhængig, digital forskning og aktivt arbejdes på, hvordan vi i et fællesskab mellem det offentlige og private kan komme op med nye modeller for samarbejde, skriver Thomas Riisgaard Hansen, Managing Director, DIREC – Digital Research Centre Denmark.

Kategorier
Nyheder

Vores blotte tilstedeværelse som kvindelige it-forskere er ikke nok til at skabe langvarig forandring

Vores blotte tilstedeværelse som kvindelige it-forskere er ikke nok til at skabe langvarig forandring

Af Pernille Bjørn og Valeria Borsotti
Hhv. professor og viceinstitutleder for forskning på Datalogisk Institut, KU og ph.d.-studerende og Diversity Chair på Datalogisk Institut, KU

På trods af at ligestilling mellem mandlige og kvindelige forskere, især indenfor datalogi og øvrige it-fag, længe har fået opmærksomhed i både politik, medier og forskningsprojekter, går udviklingen langsomt.

Vi mener, at en af årsagerne til den langsomme udvikling er, at ligestilling i forskning endnu ikke er blevet gjort til en konkret politisk prioritering, hvor der sættes klare mål for universiteterne.

Kategorier
Nyheder

Vi skal opruste betydeligt på den digitale front

Vi skal opruste betydeligt på den digitale front

Det er afgørende for danske virksomheder og den offentlige sektor, at de har adgang til højt kvalificerede it-specialister og viden om digitale teknologier. Det nye nationale center for forskning i digitale teknologier – DIREC – er et godt skridt på vejen.