• Title/Summary/Keyword: Game Security

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A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.51-60
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    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.

Authenticated Route Optimization (ATRO) Protocol for Network Mobility Support (네트워크 이동성 지원을 위한 인증된 경로 최적화(ATRO) 프로토콜)

  • Koo, Jung-Sook;Kim, Jin-Geun;Bak, Jong-Hyeok;Koo, Jung-Doo;Lee, Gi-Sung
    • Proceedings of the KAIS Fall Conference
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    • 2007.05a
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    • pp.203-207
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    • 2007
  • NEMO 기본 지원 (NEMO-BS, NEMO Basic Support) 프로토콜에서 MNN(Mobile Network Node)가 CN(Correspondent Node) 과 통신을 하기 위해서는 항상 MR(Mobile Router)과 HA(Home Agent) 사이의 양방향 터널을 이용해야 한다. 그러나 NEMO-BS 방식은 노드 간 데이터 전송 지연과 부분 구간에 대한 공격 가능성이 존재한다. 따라서 본 논문에서는 NEMO를 위한 인증된 경로 최적화(ATRO) 프로토콜을 제안한다. MR은 홈 링크로부터 멀어졌다고 판단되면 MNN으로부터 위임 권한을 얻기 위해 권한 위임 프로토콜을 수행한다. 그런 후에 MR과 CN은 공개키 암호 방식을 이용하여 자신의 의탁주소(CoA, Care-of Address)를 MNN의 홈 주소(HoA, Home-of Address)와 매핑하기 위한 등록 과정을 수행한다. 이때 각 노드의 주소 소유권 증명을 위해 암호학적으로 생성한 주소(CGA, Cryptographically Generated Address)를 이용한다. 성능분석에서는 구간별 안전성과 종단간 패킷 전송 지연 시간을 통해 프로토콜을 분석한다.

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The Study on the Government's North Korea Policy through Game Theory (게임이론을 통해 살펴본 역대정부의 대북정책 연구)

  • Ryu, Ho-Kuk;Lim, Gye-Hwan
    • Convergence Security Journal
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    • v.17 no.1
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    • pp.69-79
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    • 2017
  • This study focuses on the fact that the past government has been consistent with the one-sided withdrawal policy without any clear countermeasures in relation to the ongoing nuclear development of the DPRK. The purpose of this study is to improve the understanding of South Korea's North Korea policy and to present the direction of the North Korea policy in the future by comparing and researching the North Korea policy pursued by Lee Myung - bak government / Park-Geun-Hye government. Such an attempt will provide a basis for evaluating the previous government's policies toward North Korea, and will also help to find alternatives to sustainable inter-Korean relations and North Korea policy to achieve a unified Korea.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

A Study on Private Security in the 1980s (1980년대의 민간경비연구)

  • Ahn, Hwang Kwon
    • Convergence Security Journal
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    • v.16 no.6_2
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    • pp.43-51
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    • 2016
  • In the 1980s, private security was established in the framework of institutional framework with the Security Industry Act which was enacted in 1976. The agents who brought in the development of the private sector in 1980 enjoyed a boom in the global economy, affected by its high-flying dollar value, low international interest rate, low oil prices, and the blooming economy. In addition, the semiconductor, computers and communications equipment that was promoted in accordance with the e-Literacy plan were raised. Following the economic development of various events such as Seoul International Trade Fair, "86 Asian Games," and "88 Seoul Olympic Games," private security expenses were enhanced by increasing awareness of civilian expenses. Also, in the 1980s, Korean investment in foreign companies, including Japan's Secom, or Korean technology, brought many changes to the private security. Meanwhile, the cost of security, which has been centered around human expenses, has brought about the era of mechanized spending, or machine security expenses. The purpose of this study is to systematically analyze the social environment surrounding the private security in the 1980s and systematically analyze the important factors that contribute to private security.

A Study on Residents' Satisfaction Degree of Differentiated Elements in Outdoor Space of Apartment Housing (아파트 옥외공간 차별화 요소에 대한 주민 만족도 분석에 관한 연구)

  • 서주환;김도경;최성숙;김대환
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.3
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    • pp.98-108
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    • 1999
  • The purpose of this research is to help outdoor space planning reflected real needs of apartment residents in the differentiation elements of outdoor space, by using USC trade-off game in three apartment complexes in Seoul. This game method was used to evaluate their preference, reliability of preference degree, satisfaction degree, requirement elements such as improvement, sacrifice, maintenance of present condition, and payment possibility for improving and maintaining present condition, in addition to their preference and payment possibility of differentiation of outdoor space in the apartment complex in the future. From the statical analysis, we found the following results: 1. Reliability of preference degree was valid, inasmuch as the first elements they preferred were the almost same as the last things. 2. Elements of preference were pedestrian ways, pedestrian security facilities, various athletic facilities, and variety and high-class facilities in a play ground. 3. Satisfaction degree of differentiation elements of outdoor space was low not only in total complexes but also in each complex. As a result of analysis, these elements were not satisfied with residents. 4. Most of the differentiation elements of outdoor space in three apartment complexes, except planting traditional trees, were required to improve and maintain present condition. The cost to improve and maintain these elements able to pay by them was about 2.18 million won. Through this result, these elements were not options but prerequisites for planning outdoor space in apartment complexes. 5. In the future preference elements of differentiation of outdoor space in apartment complexes were pedestrian and jogging ways, places with water, various athletic places and facilities, multi-function resting places, green spaces in experiences, pedestrian security facilities, various athletic facilities, variety and high-class facilities in a play ground, and payment possibility for these elements was about 3.20 million won.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

The Security Framework Using ONE-TIME Execution Code in a Client/Server Environment (클라이언트/서버 환경에서 일회성 실행 코드를 이용한 보안 프레임워크)

  • Beak, Yeong-Tae;Lee, Se-Hoon;Shin, Young-Jin;Park, Jeon-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.33-36
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    • 2011
  • 본 논문에서는 기존 클라이언트/서버 환경에서 이용되는 보안 방법에 대해 새로운 방식으로 접근하고 이를 통하여 전통적인 클라이언트/서버 환경의 정보시스템에서 클라이언트를 위조하거나 변조하는 등 해킹시도 및 해킹 여부를 판별하여 안전한 클라이언트 시스템이 작동될 수 있는 일회성 코드를 이용한 보안 프레임워크를 제안한다. 제안된 보안 프레임워크는 기업체의 정보시스템 뿐만 아니라 게임 분야 등에 매우 유용하게 활용될 수 있다.

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The Recognition of a Human Arm Gesture for a Game Interface (게임 인터페이스를 위한 사람 팔 제스처 인식 시스템)

  • Yeo, DongHyeon;Kim, KyungHan;Kim, HyunJung;Won, IlYong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1513-1516
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    • 2013
  • 본 연구는 최근 개발된 다양한 저비용 센서와 기계 학습 알고리즘을 이용한 게임을 위한 사람 팔 제스처 인식에 관한 것이다. 게임의 입력으로 사용할 수 있는 동작 10개를 정의하고, 이러한 동작들을 센서에서 수집된 팔 관절의 좌표를 추적하여 전처리했다. 자료의 시간성을 고려하여 HMM(Hidden Markov Model)을 학습 알고리즘으로 사용하였으며 제안한 방법의 유용성은 실험을 통해 검증했다.

Authing Service of Platform: Tradeoff between Information Security and Convenience (플랫폼의 소셜로그인 서비스(Authing Service): 보안과 편의 사이의 적절성)

  • Eun Sol Yoo;Byung Cho Kim
    • Information Systems Review
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    • v.20 no.1
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    • pp.137-158
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    • 2018
  • Online platforms recently expanded their connectivity through an authing service. The growth of authing services enabled consumers to enjoy easy log in access without exerting extra effort. However, multiple points of access increases the security vulnerability of platform ecosystems. Despite the importance of balancing authing service and security, only a few studies examined platform connectivity. This study examines the optimal level of authing service of a platform and how authing strategies impact participants in a platform ecosystem. We used a game-theoretic approach to analyze security problems associated with authing services provided by online platforms for consumers and other linked platforms. The main findings are as follows: 1) the decreased expected loss of consumers will increase the number of players who participate in the platform; 2) linked platforms offer strong benefits from consumers involved in an authing service; 3) the main platform will increase its effort level, which includes security cost and checking of linked platform's security if the expected loss of the consumers is low. Our study contributes to the literature on the relationship between technology convenience and security risk and provides guidelines on authing strategies to platform managers.