Michael Schukat

Michael Schukat


Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 March 2024 in Computers & Security
Verified
Journal Article
Open access
XYXue Yang
Xue Yang
EHEnda Howley
Enda Howley
MSMichael Schukat
Michael Schukat

3 April 2018 in Journal of Cyber Security Technology
Verified
Journal Article
Closed access
SDSeamus Dowling
Seamus Dowling
MSMichael Schukat
Michael Schukat
EBEnda Barrett
Enda Barrett
This paper presents an intelligent honeypot that uses reinforcement learning to proactively engage with and learn from attacker interactions. It adapts its behaviour for automated malware to optimise the volume of data collected. Malware employs highly automated methods to create a global botnet. These automated methods are used to self-propagate and compromise hosts. Honeypots have been deployed to capture these automated interactions. Machine-learning techniques have previously been employed to retrospectively model botnet interactions. We develop a honeypot that uses reinforcement learning with a specific state action space formalism to interact with automated malware. It compares functionality with similar intelligent honeypots which target human interaction. It also demonstrates that datasets collected from an intelligent honeypot deployment are considerably larger than standard high interaction deployments and existing adaptive honeypots.

4 March 2021 in IEEE Access
Verified
Journal Article
Open access
SBShubhajit Basak
Shubhajit Basak
Peter CorcoranPeter Corcoran
Peter Corcoran
FKFaisal Khan
Faisal Khan
RMRachel Mcdonnell
Rachel Mcdonnell
MSMichael Schukat
Michael Schukat
Accurate head pose estimation from 2D image data is an essential component of applications such as driver monitoring systems, virtual reality technology, and human-computer interaction. It enables a better determination of user engagement and attentiveness. The most accurate head pose estimators are based on Deep Neural Networks that are trained with the supervised approach and rely primarily on the accuracy of training data. The acquisition of real head pose data with a wide variation of yaw, pitch and roll is a challenging task. Publicly available head pose datasets have limitations with respect to size, resolution, annotation accuracy and diversity. In this work, a methodology is proposed to generate pixel-perfect synthetic 2D headshot images rendered from high-quality 3D synthetic facial models with accurate head pose annotations. A diverse range of variations in age, race, and gender are also provided. The resulting dataset includes more than 300k pairs of RGB images with corresponding head pose annotations. A wide range of variations in pose, illumination and background are included. The dataset is evaluated by training a state-of-the-art head pose estimation model and testing against the popular evaluation-dataset Biwi. The results show that training with purely synthetic data generated using the proposed methodology achieves close to state-of-the-art results on head pose estimation which are originally trained on real human facial datasets. As there is a domain gap between the synthetic images and real-world images in the feature space, initial experimental results fall short of the current state-of-the-art. To reduce the domain gap, a semi-supervised visual domain adaptation approach is proposed, which simultaneously trains with the labelled synthetic data and the unlabeled real data. When domain adaptation is applied, a significant improvement in model performance is achieved. Additionally, by applying a data fusion-based transfer learning approach, better results are achieved than previously published work on this topic.

1 August 2018
Verified
Conference Paper
Closed access
MMMichael McMahon
Michael McMahon
MSMichael Schukat
Michael Schukat
In this paper we present a low-cost and open-source brain-computer interface (BCI) virtual-reality (VR) Game Control Development Environment prototype, which we demonstrate using real-time signal processing of Electroencephalography (EEG) event-related desynchronization and synchronization changes (ERD/ERS) within the Precentral Gyrus (Motor Cortex), allowing a user to control a 3D object within a Virtual Reality Environment. This BCI-VR system prototype was functionally tested on multiple participants and demonstrated live before an audience during the 2017 `Hack the Brain' at the Dublin Science Gallery. The availability of such an open-source, effective, BCI-VR Game Control Development Environment, at a level acceptable for industry experimentation, has the potential to open up this field to a much wider range of researchers and games developers and to assist the investigation of gaming experiences which both incorporate the specific control features available through BCI as a core element of the game play and the potential for its use in neurorehabilitation.

3 December 2024 in Neural Computing and Applications
Verified
Journal Article
Closed access
PDF file
XYXue Yang
Xue Yang
EHEnda Howley
Enda Howley
MSMichael Schukat
Michael Schukat