New multiparty authentication services and key agreement protocols
By Giuseppe Ateniese, Michael Steiner, Gene Tsudik. IEEE Journal on Selected Areas in Communications, 2000
338 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Networks and Communications
View Paper: https://www.semanticscholar.org/paper/2f606b969625f08fe746cda99953f5ee297e848f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Cjf Cas Cremers
- Gene Tsudik
- Emmanuel Bresson
- Jean-Pierre Hubaux
- Olivier Chevassut
- Michael Steiner
- Luigi Vincenzo Mancini
- Roberto Di Pietro
In Computer Networks and Communications
- Jean-Pierre Hubaux
- Srdjan Čapkun
- Cjf Cas Cremers
- Jun Luo
- Gene Tsudik
- Emmanuel Bresson
- Olivier Chevassut
- Alessandro Mei
Citations in the corpus
- Random key-assignment for secure Wireless Sensor Networks (2003, background): “Note that sending a message consumes more energy than receiving a message [22], and this is a parameter of interest in designing a key establishment protocol.”
- The security and privacy of smart vehicles (2004, background): “Many people have proposed solutions for this recurring issue, usually based on so-called multiparty Diffie-Hellman agreement protocols.(14) Most of these protocols rely on an underlying group communication system to achieve fault tolerance, but in our case, the protocols must cope with stringent rea”
- Key Agreement in Dynamic Peer Groups (2000, background): “Protocols and mechanisms in support of these are treated in another paper [2].”
- Scyther : semantics and verification of security protocols (2006, methodology): “For example, Proverif [29] has been used to analyze instances of the GDH protocols from [9].”
- Provably authenticated group Diffie-Hellman key exchange (2001, background): “7 Discussion The group Di e-Hellman-like protocols [2, 3, 13, 18, 20,27, 31] are generally speci ed using the broadcast communication primitive; the broadcast primitive allows a player to send messages to an arbitrary pool of players in a single round.”