• Title/Summary/Keyword: User Anonymity

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A Study on the Crime Investigation of Anonymity-Driven Blockchain Forensics (익명 네트워크 기반 블록체인 범죄 수사방안 연구)

  • Han, Chae-Rim;Kim, Hak-Kyong
    • Convergence Security Journal
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    • v.23 no.5
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    • pp.45-55
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    • 2023
  • With the widespread use of digital devices, anonymous communication technologies such as the dark web and deep web are becoming increasingly popular for criminal activity. Because these technologies leave little local data on the device, they are difficult to track using conventional crime investigation techniques. The United States and the United Kingdom have enacted laws and developed systems to address this issue, but South Korea has not yet taken any significant steps. This paper proposes a new blockchain-based crime investigation method that uses physical memory data analysis to track the behavior of anonymous network users. The proposed method minimizes infringement of basic rights by only collecting physical memory data from the device of the suspected user and storing the tracking information on a blockchain, which is tamper-proof and transparent. The paper evaluates the effectiveness of the proposed method using a simulation environment and finds that it can track the behavior of dark website users with a residual rate of 77.2%.

Key Efficiency Evaluation of Blockchain Based Cloud Proxy Server (블록체인 기반 클라우드 프락시 서버의 키 효율성 연구)

  • Soon-hwa Sung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.2
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    • pp.289-299
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    • 2024
  • Blockchains are not efficient for real-time processing because the growing number of transactions and users delays many computations and network communications. This study proposes a cloud proxy server, so that legitimate users can use blockchain as well as reduce network latency. To proceed with a blockchain transaction, the blockchain copy server verifies all transaction-related data, but the cloud proxy server verifies legitimate users with a simple zero-knowledge proof algorithm, enabling efficient blockchain real-time processing. The cloud proxy server can support blockchain anonymity, security, and scalability that can verify legitimate users with the proposed zero-knowledge proof by receiving the registered key pair of the blockchain user. In the proposed research analysis, blockchain-based cloud proxy server reduces network latency compared to previous studies and key processing on cloud proxy servers reduces the cost of key computation compared to previous studies.

A Study on Location Untraceability Service and Payment Protocol using Temporary Pseudonym in Mobile Communication Environments (이동통신 환경에서 임시 익명 아이디를 이용한 위치 불추적 서비스와 지불 프로토콜에 관한 연구)

  • 김순석;김성권
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.2
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    • pp.78-92
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    • 2003
  • In related to mobile communication environment, many researchers have studied problems concerning current locations of mobile users and exposure of their movements in the privacy aspect so far [1,2,3,4,5,6,7,8,9]. Among them, Kesdogan and Pfitzmann [3,6] proposed effective solutions using temporary pseudonym identification, called TP(Temporary Pseudonym ) to solve them. After that, Kesdogan et al. proposed an improved method protecting mobile users from some types of attacks of network providers in [8]. However, among their methods, in particular the method, attaching the other new device (so-called Reachability Manager) to system against active attack of network providers, is alterative rather than practical and is not clear. Moreover, it requires the other cost and overhead. Therefore we propose a practical method against active attack of network providers without attaching new device in original environments. The basie idea of proposed method is to protect a fraud act of network provider as a inside user by exchanging a secret information, which only users and network providers know, via network provider between mobile user and the trusted third party (so-called Trust Device). Moreover, we introduce a new payment protocol which applied our method.

The design of communication protocol for controlling efficiently modular medical instruments (모듈화된 의료장비들의 효율적 제어를 위한 통신 프로토콜 설계)

  • 신창민;김영길
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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    • pp.284-287
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    • 2000
  • Recently, developing medical devices have a tendency becoming the module for satisfying user's mutual complex needs. Because the most effective method for the observation of patients condition a diagnosis and a treatment is collecting data from various devices and controling operation following it. Module tendency is more popular due to manage easily totally many individual systems. This study implemented communication protocol to control by one control system connecting modular medical devices. Implemented system consist of one master module controlling all module and managing communication and many Slave modules. Communication between each modules introduced SPI(Serial Peripheral Interface) among many synchronous serial communication methods for the exact transmission and receipt of data. All communication executes by packet format. This can detect error. And, this protocol introduced PNP(Plug And Play) function that auto-detect connecting or removing module during running. This protocol exactly transmitted and received in faster speed more than 1Mbps. And in practical application to the ventilator this confirmed to give and take real-time data. And various functions by th central control system is implemented in this protocol.

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A study on the new developmental direction for Intelligent Network Service (지능망서비스의 발전방향에 관한 연구)

  • 박민수;최수길
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.05a
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    • pp.43-49
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    • 2000
  • That modem society is an information society, information society has placed a high value on information and knowledge. Therefore, modem civilization depends largely on information and knowlege so the most valuable sources of all intelligence activities. This paper was studied on the new developmental direction for intelligent network service. The results of this study is as follow: first, intelligent network service must be systematic development. Second, intelligent network service must be promoted, presenting the development and establishment direction in future society. Third, intelligent network service must be able to unify ail the networks. Fourth, intelligent network service must be development for customers. Fifth, the cost of intelligent network service is determined by Telecommunication Reguration Commission. Sixth, the number system of intelligent network service must be accomplished by number system for future

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6TALK : Implementation of NAT-PT/SIIT and enhanced ALG

  • 이주철;호용근;신명기;김형준
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.701-705
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    • 2002
  • This paper describes implementation of IPv6-IPv4 transition toolbox named as 6TALK(IPv6 TrAansLator of Krv6) and some scenarios using 6TALK which enables IPv6 island to connect other IPv6 island or IPv4 island seamlessly. 6TALK implements some transition mechanisms suggested in NGTrans Working Group of IETF. Those mechanisms are composed of basic mechanism, tunneling, and applied mechanism such as DSTM. 6TALK provides functions which enable IPv6 network at the edge of existing network to communicate with IPv4 network by using these transition mechanisms. As major transition mechanisms in 6TALK we adopt NAT-PT/SIIT and DSTM/DSTM options and as implementation environment we use Linux Kernel 2.4.18 and Netfilter framework. Software modules implemented in Linux kernel was ported to hardware box using Motorola MPC 8260 processor. The transition mechanisms used in 6TALK are the ones predicted to be used in initial transition step to IPv6.

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Design of Divisible Electronic Cash based on Double Hash Chain (이중해쉬체인에 기반한 분할 가능 전자화폐의 설계)

  • 용승림;이은경;이상호
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.7_8
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    • pp.408-416
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    • 2003
  • An electronic cash system has to provide the security, to prevent the double spending and to support the divisibility of electronic cash for the easy of use. Divisible electronic cash system allows an electronic cash to be divided into subdivisions. Each subdivision is worth any desired value, but all values must add up to the original cash value. Divisible scheme brings some advantages. It reduces to make the change and also there is no necessity that a customer must withdraw a cash of the desired value whenever transactions occur. In this paper, we present an electronic cash protocol which provides the divisibility based on the double hash chain technique. Electronic cash is constructed in the form of coins. Coins, generated by the double hush chain, have different denominations. The divisibility based on the double hash chain technique. Electronic cash is constructed in the form of coins. Coins, generated by the double hash chain, have different denominations. The divisibility of an electronic cash is satisfied by the payment certificate, which is a pair of bank´s proxy signature received from the bank. When a customer pays the coin of subdivision, the fairness of that coin is certified by a customer´s signing instead of a bank. Although the proposed method does not guarantee user´s anonymity, it generates coins which cannot be forged, and the customer can use an electronic cash conveniently and efficiently with its divisibility.

A Study on the Digital Forensics Artifacts Collection and Analysis of Browser Extension-Based Crypto Wallet (브라우저 익스텐션 기반 암호화폐 지갑의 디지털 포렌식 아티팩트 수집 및 분석 연구)

  • Ju-eun Kim;Seung-hee Seo;Beong-jin Seok;Heoyn-su Byun;Chang-hoon Lee
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.3
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    • pp.471-485
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    • 2023
  • Recently, due to the nature of blockchain that guarantees users' anonymity, more and more cases are being exploited for crimes such as illegal transactions. However, cryptocurrency is protected in cryptocurrency wallets, making it difficult to recover criminal funds. Therefore, this study acquires artifacts from the data and memory area of a local PC based on user behavior from four browser extension wallets (Metamask, Binance, Phantom, and Kaikas) to track and retrieve cryptocurrencies used in crime, and analyzes how to use them from a digital forensics perspective. As a result of the analysis, the type of wallet and cryptocurrency used by the suspect was confirmed through the API name obtained from the browser's cache data, and the URL and wallet address used for the remittance transaction were obtained. We also identified Client IDs that could identify devices used in cookie data, and confirmed that mnemonic code could be obtained from memory. Additionally, we propose an algorithm to measure the persistence of obtainable mnemonic code and automate acquisition.