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Publicações

2025

oCANada: A Generation-Based Fuzzer for ECUs over CAN

Autores
Santos, T; Grümer, P; Parsamehr, R; Pacheco, H;

Publicação
2025 IEEE VEHICULAR NETWORKING CONFERENCE, VNC

Abstract
Electronic Control Units are embedded devices that control various critical features of an automobile. Consequently, it is crucial to develop tools that enable penetration testers to identify security vulnerabilities within these ECUs as efficiently as possible. Fuzzing, a widely-used technique, can help uncover vulnerabilities in various types of applications. Fuzzing can then be applied to test ECUs through their communication protocols, the most common being the Controller Area Network (CAN). We present oCANada, a generation-based fuzzer which can be utilized in order to craft CAN messages for fuzzing. Many existing CAN fuzzers rely on simple mutation-based fuzzing, which involves randomly changing bits in the CAN payload. This paper introduces a novel generation-based fuzzing approach that leverages CAN database files (DBCs) in order to craft syntactically correct messages. oCANada also incorporates State-of-the-Art CAN reverse engineering techniques in order to enable syntax-aware fuzzing even when DBCs are not available. Additionally, this paper discusses test oracle techniques employed for fuzzing ECUs over CAN in both greybox and blackbox environments. Finally, we present our results while running the tool which we used two CANoe simulations, a Gateway ECU, and a modified version of the instrument cluster simulator ICSim. In these results, we also compare our fuzzer to the well-known CaringCaribou fuzzer.

2025

Modeling Electricity Markets and Energy Systems: Challenges and Opportunities

Autores
Aliabadi, DE; Pinto, T;

Publicação
ENERGIES

Abstract
[No abstract available]

2025

Evolution of an Adaptive Serious Games Framework Using the Design Science Research Methodology

Autores
Pistono, A; Santos, A; Baptista, R;

Publicação
World Journal of Information Systems

Abstract
Games with purposes beyond entertainment, the so-called serious games, have been useful tools in professional training, especially in engaging participants. However, their evaluation and, also, their adaptable characteristics to different scenarios, audiences and contexts remain challenges. This paper examines the application of serious games in professional training, their results and adaptable ways to achieve certain goals. Using the Design Science Research (DSR) methodology, a framework was built to develop and evaluate serious games to improve user experience, learning outcomes, knowledge transfer to work situations, and the application of the skills practised in the game in real professional settings. At this stage, the investigation presents a framework regarding the triangulation of data collected from a systematic literature review, focus groups and interviews. Following the DSR methodology, the next steps of this investigation, listed at the end of the paper, are the demonstration of the framework in serious game development and the evaluation and validation of this artefact.

2025

Addressing the Agony of Recruitment for Human-centric Computing Studies

Autores
Madampe, K; Grundy, J; Good, J; Hidellaarachchi, D; Cunha, J; Brown, C; Kuang, P; Tamime, RA; Anik, AI; Sarkar, A; Zhou, W; Khalid, S; Turchi, T; Wickramathilaka, S; Jiang, Y;

Publicação
ACM SIGSOFT Softw. Eng. Notes

Abstract

2025

An LMS with personalized content selection for professional training

Autores
Aplugi, G; Santos, A;

Publicação
World Journal of Information Systems

Abstract
A Learning management system (LMS) is considered appropriate for company training. It is increasingly used in companies or organizations as a tool to manage their online training. The company or organization should consider the implementation of an LMS that provides ease in training content selection to achieve the best use and satisfaction of its employees in the learning process. From this perspective, the present study aims to investigate the implementation of a personalized LMS to facilitate the formative content selection tailored to employees’ roles. A Survey research methodology was used to achieve this objective. Based on the literature and survey results, we propose an approach to reach the personalization of content selection.

2025

6th International Computer Programming Education Conference, ICPEC 2025, July 10-11, 2025, PORTIC, Polytechnic of Porto, Portugal

Autores
Queirós, R; Pinto, M; Portela, F; Simões, A;

Publicação
ICPEC

Abstract

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