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NotPetya: Cyber attack prevention through awareness via Gamification

Lika, Reyner Aranta; Murugiah, Danushyaa; Brohi, Sarfraz; Ramasamy, Daksha A.P.V.

Authors

Reyner Aranta Lika

Danushyaa Murugiah

Sarfraz Brohi

Daksha A.P.V. Ramasamy



Abstract

NotPetya, when released in 2017, was believed to be ransomware. NotPetya injects malicious codes in the computer and then attempts to gain administrator access. Following that, it infects other computers in the network. NotPetya uses the EternalBlue Server Message Block (SMB) exploit to conduct the attacks. The hard drives get encrypted, and when the computer is booted, the ransom note is displayed. NotPetya does not provide enough information for a decryption key to be produced, making it a malware. Businesses across industries have been affected without having an opportunity for system recovery. While definite solutions are lacking, vaccines exist, where, the presence of a local file, blocks the NotPetya execution. Activating the vaccine can be tedious and cumbersome for average computer users. Hence, our solution is intended to educate them in an interactive manner. Users will be more susceptible towards the vaccination while learning about security habits that need to be practiced. From this, average computer users can walk away with the knowledge that can protect them from future attacks.

Citation

Lika, R. A., Murugiah, D., Brohi, S., & Ramasamy, D. A. (2018). NotPetya: Cyber attack prevention through awareness via Gamification. In 2018 International Conference on Smart Computing and Electronic Enterprise, ICSCEE 2018. https://doi.org/10.1109/ICSCEE.2018.8538431

Conference Name 2018 International Conference on Smart Computing and Electronic Enterprise, ICSCEE 2018
Conference Location Shah Alam, Malaysia
Start Date Jul 11, 2018
End Date Jul 12, 2022
Acceptance Date Jun 11, 2018
Publication Date Nov 15, 2018
Deposit Date Sep 9, 2022
Publisher Institute of Electrical and Electronics Engineers (IEEE)
Book Title 2018 International Conference on Smart Computing and Electronic Enterprise, ICSCEE 2018
DOI https://doi.org/10.1109/ICSCEE.2018.8538431
Keywords NotPetya, Gamification, Ransomware, Prevention, Ransomware, Vaccines, Microsoft Windows, Conferences, Cryptography
Public URL https://uwe-repository.worktribe.com/output/9942566
Publisher URL https://ieeexplore.ieee.org/document/8538431
Related Public URLs https://ieeexplore.ieee.org/xpl/conhome/8511012/proceeding