Georg Neugebauer

dblp:57/2912 · DBLP profile ↗
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8ranked-venue papers
1as first author
5since 2021 · last 2025
0009-0008-0927-2324ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Security and privacy · 7 · 1 first-author · 5 since 2021Artificial intelligence and machine learning · 1
YearPublicationVenuePosition
2025 CampusQuest: Motivating Computer Science Students for Cybersecurity from Day One
Luca Pöhler, Marko Schuba, Tim Hoener, Sacha Hack, Georg Neugebauer
ICISSP (1)5
2024 A Framework for E2E Audit Trails in System Architectures of Different Enterprise Classes
Luca Patzelt, Georg Neugebauer, Meik Döll, Sacha Hack, Tim Hoener, Marko Schuba
ICISSP2
2024 An Open-Source Approach to OT Asset Management in Industrial Environments
Luca Pöhler, Marko Schuba, Tim Hoener, Sacha Hack, Georg Neugebauer
ICISSP5
2023 Security Analysis of the KNX Smart Building Protocol
abstract
KNX is a protocol for smart building automation, e.g., for automated heating, air conditioning, or lighting. This paper analyses and evaluates state-of-the-art KNX devices from manufacturers Merten, Gira and Siemens with respect to security. On the one hand, it is investigated if publicly known vulnerabilities like insecure storage of passwords in software, unencrypted communication, or denial-of-service attacks, can be reproduced in new devices. On the other hand, the security is analyzed in general, leading to the discovery of a previously unknown and high risk vulnerability related to so-called BCU (authentication) keys.
Malte Küppers, Marko Schuba, Georg Neugebauer, Tim Hoener, Sacha Hack
ARES3
2023 Digital Forensics Triage App for Android
abstract
Digital forensics of smartphones is of utmost importance in many criminal cases. As modern smartphones store chats, photos, videos etc. that can be relevant for investigations and as they can have storage capacities of hundreds of gigabytes, they are a primary target for forensic investigators. However, it is exactly this large amount of data that is causing problems: extracting and examining the data from multiple phones seized in the context of a case is taking more and more time. This bears the risk of wasting a lot of time with irrelevant phones while there is not enough time left to analyze a phone which is worth examination. Forensic triage can help in this case: Such a triage is a preselection step based on a subset of data and is performed before fully extracting all the data from the smartphone. Triage can accelerate subsequent investigations and is especially useful in cases where time is essential. The aim of this paper is to determine which and how much data from an Android smartphone can be made directly accessible to the forensic investigator – without tedious investigations. For this purpose, an app has been developed that can be used with extremely limited storage of data in the handset and which outputs the extracted data immediately to the forensic workstation in a human- and machine-readable format.
Jannik Neth, Marko Schuba, Karsten Brodkorb, Georg Neugebauer, Tim Hoener, Sacha Hack
ARES4
2013 Privacy-Preserving Multi-party Reconciliation Using Fully Homomorphic Encryption
Florian Weingarten, Georg Neugebauer, Ulrike Meyer, Susanne Wetzel
NSS2
2010 Fair and Privacy-Preserving Multi-party Protocols for Reconciling Ordered Input Sets
Georg Neugebauer, Ulrike Meyer, Susanne Wetzel
ISC1
2008 To model or not to model: Controlling Pac-Man ghosts without incorporating global knowledge
abstract
The creation of interesting opponents for human players in computer games is an interesting and challenging task. In contrast to up-to-date computer games, e.g. real time strategy games, learning of non-player-character strategies for older games seems to be easier and not that time-consuming. This way, older games, like the famous arcade game Pac-Man, serve as a test bed for the creation of strategies that are fun to play against. The paper at hand uses computational intelligence methods to accomplish this challenge, namely evolutionary algorithms (EA) and artificial neural networks (ANN). The latter are trained on a model of the game whereas the EA learn good behavior by playing. The performance of these two approaches is compared on the original Pac-Man level as well as on other maps with different properties to test the ability of generalizing the learned strategies.
Nicola Beume, Tobias Hein, Boris Naujoks, Georg Neugebauer, Nico Piatkowski, Mike Preuss, Raphael Stür, Andreas Thom 0001
IEEE Congress on Evolutionary Computation4