• Title/Summary/Keyword: Game Security

Search Result 248, Processing Time 0.023 seconds

Game Behavior Pattern Modeling for Bots(Auto Program) detection (봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링)

  • Jung, Hye-Wuk;Park, Sang-Hyun;Bang, Sung-Woo;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.53-61
    • /
    • 2009
  • Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

  • PDF

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
    • /
    • v.13 no.4
    • /
    • pp.61-68
    • /
    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.9
    • /
    • pp.1-6
    • /
    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Survey on IEEE 802.11 DCF Game Theoretic Approaches (IEEE 802.11 DCF에서의 게임 이론적 접근방법 소개)

  • Choi, Byeong-Cheol;Kim, Jung-Nyeo;Ryu, Jae-Cheol
    • Proceedings of the KIEE Conference
    • /
    • 2007.04a
    • /
    • pp.240-242
    • /
    • 2007
  • The game theoretic analysis in wireless networks can be classified into the jamming game of the physical layer, the multiple access game of the medium access layer, the forwarder's dilemma and joint packet forwarding game of the network layer, and etc. In this paper, the game theoretic analysis about the multiple access game that selfish nodes exist in the IEEE 802.11 DCF(Distributed Coordination Function) wireless networks is addressed. In this' wireless networks, the modeling of the CSMA/CA protocol based DCF, the utility or payoff function calculation of the game, the system optimization (using optimization theory or convex optimization), and selection of Pareto-optimality and Nash Equilibrium in game strategies are the important elements for analyzing how nodes are operated in the steady state of system. Finally, the main issues about the game theory in the wireless network are introduced.

  • PDF

Emerging Image Cue CAPTCHA Resisting Automated and Human-Solver-Based Attacks (자동화 공격과 릴레이 공격에 저항하는 Emerging Image Cue CAPTCHA 연구)

  • Yang, Wonseok;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.27 no.3
    • /
    • pp.531-539
    • /
    • 2017
  • CAPTCHA is a verification scheme whether or not a human user has made a service request. Most CAPTCHAs that are based on text, image, or simple game suffer from vulnerability that can be compromised by automated attacks and stream relay attacks. To resist such attacks, CAPTCHA that utilizes human recognition as been suggested but it show poor usability for deploying in the Internet. We propose an Emerging Image Cue CAPTCHA that offers improved usability and resists stream relay attacks, as well. We also examine the usability of the proposed CAPTCHA and investigate the attack resistance by conducting user study and experiments on simulated network environment.

Gamification in Educational Institutions: Concepts and Difficulties

  • Bakhit Al-Salami, Sami Ben Shamlan
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.9
    • /
    • pp.208-216
    • /
    • 2022
  • This paper provides an account of gamification in education. Apart from its emergence, it clarifies how gamification differs from gaming and game-based learning. It also discusses the elements of gamification, its advantages and its principles. It also sketches the theoretical underpinning of the concept, the models, its various applications, and the obstacles to using it in the educational process.

Didactic Games and Gamification in Education

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.4
    • /
    • pp.417-419
    • /
    • 2022
  • This paper undertakes educational games and gamification, their features, importance, and integration into the educational process. Besides outlining features, benefits, and difficulties, it highlights the difference between gaming, gamification, and game-based learning. The article contends that game-based learning and gamification elements such as reward, completion, and cooperation develop students' positive attitudes toward the curriculum and boost their learning motivation.

Game Theoretic Modeling for Mobile Malicious Node Detection Problem in Static Wireless Sensor Networks

  • Ho, Jun-Won
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.1
    • /
    • pp.238-242
    • /
    • 2021
  • Game theory has been regarded as a useful theoretical tool for modeling the interactions between distinct entities and thus it has been harnessed in various research field. In particular, research attention has been shown to how to apply game theory to modeling the interactions between malign and benign entities in the field of wireless networks. Although various game theoretic modeling work have been proposed in the field of wireless networks, our proposed work is disparate to the existing work in the sense that we focus on mobile malign node detection problem in static wireless sensor networks. More specifically, we propose a Bayesian game theoretic modeling for mobile malign node detection problem in static wireless sensor networks. In our modeling, we formulate a two-player static Bayesian game with imperfect information such that player 1 is aware of the type of player 2, but player 2 is not aware of the type of player 1. We use four strategies in our static Bayesian game. We obtain Bayesian Nash Equilibria with pure strategies under certain conditions.

A Study on Obfuscation of the InGame Data for the Mobile Game Security (모바일 게임 보안을 위한 게임내 데이터 난독화에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2017.01a
    • /
    • pp.179-180
    • /
    • 2017
  • 현재 국내 모바일 게임 시장 규모와 사용자들이 지속적으로 증가되고 있으며, 스마트폰을 이용하여 게임을 즐기는 시간도 계속 늘어나고 있다. 이런 시장 현황의 이면에는 모바일 게임 시장이 사이버 범죄의 진원지로 급부상하고 있다. 본 논문에서는 모바일 게임을 개발하는데 있어서 게임 내부에서 사용하고 있는 데이터들의 난독화 기술과 관련한 프로그램을 제안하여 게임의 원본 소스 데이터를 해킹으로부터 보호할 수 있는 게임 보안 기술을 제안한다.

  • PDF

Key Distribution Process for Encryption of SCADA Communication using Game Theory applied Multiagent System

  • Kim, Hak-Man;Kang, Dong-Joo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.23 no.11
    • /
    • pp.34-43
    • /
    • 2009
  • SCADA (Supervisory Control and Data Acquisition) system has been used for remote measurement and control on the critical infrastructures as well as modem industrial facilities. As cyber attacks increase on communication networks, SCADA network has been also exposed to cyber security problems. Especially, SCADA systems of energy industry such as electric power, gas and oil are vulnerable to targeted cyber attack and terrorism Recently, many research efforts to solve the problems have made progress on SCADA network security. In this paper, flexible key distribution concept is proposed for improving the security of SCADA network using Multiagent System (MAS).