• 제목/요약/키워드: online game security

검색결과 56건 처리시간 0.018초

윈도우즈 라이브러리로 위장한 Proxy DLL 악성코드 탐지기법에 대한 연구 : Winnti 사례를 중심으로 (A research on detection techniques of Proxy DLL malware disguised as a Windows library : Focus on the case of Winnti)

  • 구준석;김휘강
    • 정보보호학회논문지
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    • 제25권6호
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    • pp.1385-1397
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    • 2015
  • Proxy DLL은 윈도우즈에서 DLL을 사용하는 정상적인 메커니즘이다. 악성코드들은 목표 시스템에 심어진 뒤에 감염을 위해 최소 한번은 실행되어야 하는데, 이를 위해 특정 악성코드들은 정상적인 윈도우즈 라이브러리로 위장하여 Proxy DLL 메커니즘을 이용한다. 이런 유형의 대표적인 공격 사례가 윈티(Winnti) 그룹이 제작한 악성코드들이다. 윈티 그룹은 카스퍼스키랩(Kaspersky Lab)에서 2011년 가을부터 연구하여 밝혀진 중국의 해킹 그룹으로, 온라인 비디오 게임 업계를 목표로 다년간에 걸쳐 음성적으로 활동하였고, 이 과정에서 다수의 악성코드들을 제작하여 온라인 게임사에 감염시켰다. 본 논문에서는 윈도우즈 라이브러리로 위장한 Proxy DLL의 기법을 윈티의 사례를 통해 알아보고, 이를 방어할 수 있는 방법을 연구하여 윈티의 악성코드를 대상으로 검증하였다.

소액 전자결제시스템 수용의지에 관한 실증연구 : 시스템 특성, 거래비용과 제공업체를 중심으로 (An Empirical Study on User Acceptance of Micro e-Payment Systems : System Features, Transaction Cost, and Provider)

  • 정석균;류창완;구태용
    • 산업경영시스템학회지
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    • 제33권4호
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    • pp.130-137
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    • 2010
  • This paper analyzes the main factors affecting user selection of a small-sum electronic payment system using survey data of 396 users. Several findings emerge. First, users consider three pillars and eight factors in adopting a new system : system features(stability, security, and flexibility), transaction cost(payment commission and settlement period), and financial capability of provider(stability of financial structure, risk management capability, and funding capability). Second, the stability of the financial structure of the system provider is the most important factor to user acceptance of a new e-payment system. Users tend to consider uncertainty risk more seriously than transaction cost. This reflects the reality that electronic payment system service industry has not fully fledged yet. Third, some moderating effects exist according to payment methods and business usages. As for payment methods, speedy settlement cycle for wired/wireless phone payment, system stability for credit card and account transfer payment, and security for advance payment means are crucial factors. As for business usages, the stability of financial structure for online game content, system stability for music and video content, proxy payment commission for e-learning content, flexibility of the payment system for digital adult content, and security for public services are decisive ones.

Application of Information Technologies for Lifelong Learning

  • Poplavskyi, Mykhailo;Bondar, Ihor
    • International Journal of Computer Science & Network Security
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    • 제21권6호
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    • pp.304-311
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    • 2021
  • The relevance of the research involves outlining the need for modern professionals to acquire new competencies. In the conditions of rapid civilizational progress, in order to meet the requirements of the labor market in the knowledge society, there is a readiness for continuous training as an indicator of professional success. The purpose of the research is to identify the impact of various forms of application of information technologies for lifelong learning in order to provide the continuous self-development of each person without cultural or age restrictions and on the basis of rapid digital progress. A high level (96%) of need of the adult population in continuing education with the use of digital technologies has been established. The most effective ways to implement the concept of "lifelong learning" have been identified (educational camps, lifelong learning, mass open online courses, Makerspace activities, portfolio use, use of emoji, casual game, scientific research with iVR game, implementation of digital games, work in scientific cafes). 2 basic objectives of continuing professional education for adults have been outlined (continuous improvement of qualifications and obtaining new qualifications). The features of ICT application in adult education have been investigated by using the following methods, namely: flexibility in terms of easy access to ideas, solving various problems, orientation approach, functional learning, group or individual learning, integration of leisure, personal and professional activities, gamification. The advantages of application of information technologies for continuous education (economic, time, and adaptive) have been revealed. The concept of continuous adult learning in the context of digitalization has been concluded. The research provides a description of the structural principles of the concept of additional education; a system of information requests of the applicant, as well as basic technologies for lifelong learning. The research indicates the lack of comprehensive research in the relevant field. The practical significance of the research results lies in the possibility of using the obtained results for a wider acquaintance of the adult population with the importance of the application of lifelong learning for professional activities and the introduction of methods for its implementation in the educational policy of the state.

모바일게임 기업의 정성적 평가요인에 관한 연구 (A Study on the Qualitative Evaluation Factors for Mobile Game Company)

  • 최석균;황보윤;이도연
    • 벤처창업연구
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    • 제8권3호
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    • pp.125-146
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    • 2013
  • 최근 모바일 게임이 국내 코스닥 게임 기업들의 기업가치 순위를 좌우하기 시작하면서, 그동안 온라인게임 투자에 주력해왔던 벤처캐피털 등 투자 회사들이 모바일게임 및 모바일게임 기업 투자에 큰 관심을 보이고 있다. 아울러 2012년부터 본격화되기 시작한 엔젤투자자들과 엑셀러레이터들 중에서도 모바일게임 기업 투자가 증가하고 있다. 이러한 모바일 게임투자자들에게 가장 중요한 이슈는 모바일게임 기업 혹은 게임콘텐츠를 어떠한 방법으로 평가할 것인가 하는 것이다. 따라서 본 연구는 모바일게임 기업의 평가에 대한 평가기준과 평가항목을 도출하였다. 연구방법은 게임 수요자 및 공급자의 의견을 수렴하기 위하여 게임업계의 공급을 담당하는 개발사 및 경영자 그룹, 수요를 대변하는 게임전문가 및 투자사 그룹을 포함하는 전문가 20인을 선정하여 델파이 기법(Delphi Technique)에 따라 설문조사를 실시함으로써 모바일게임 기업을 평가할 수 있는 경영능력, 개발력, 게임성, 사업성, 운영능력 등의 5개 평가기준과 경영자의 신뢰도 등 20개의 세부 평가요소를 도출하였다. 또한 델파이 설문을 통하여 도출된 정성적인 요소의 중요도를 분석하기 위하여 AHP(Analytic Hierarchy Process) 이론에 근거하여 모바일게임 기업의 평가를 위한 평가요소의 계층분석도를 작성하였으며, 각 요소에 대한 쌍대비교(Pair-wise Comparison)를 통하여 그 중요도를 분석한 결과, 게임의 핵심적 재미(12.2%), 게임의 몰입도(10.3%), 보안 신뢰성(8.9%), 핵심개발자의 개발능력(7.6%) 등의 순으로 나타났다. 본 연구의 의의는 모바일게임 기업의 M&A나 혹은 프로젝트 투자를 진행함에 있어 모바일게임 기업을 평가하는 현실적 평가요소가 무엇이고 어떤 중요도에 의하여 평가할 것인가에 대한 보다 객관적인 방법론을 제시했다는 점이다.

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단일 제어 모바일 일회용 패스워드 기법 (One-Handled The Mobile One-Time Password Scheme)

  • 최종석;김호원
    • 한국통신학회논문지
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    • 제37권6C호
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    • pp.497-501
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    • 2012
  • E-비즈니스의 발전으로 온라인 서비스가 증가하면서, 금융이나 게임업체 등에서 정적 패스워드에 대한 취약성을 보완하기 위해서 OTP(One-Time Password)를 사용하고 있다. 기존의 OTP는 전용토큰을 이용하는데, 토큰을 이용한 OTP 기술은 항상 전용토큰을 소지하여야 한다. 이러한 단점을 보완하기위해 스마트폰과 같은 모바일 기기를 이용한 모바일 OTP를 제안한다. 본 논문에서 제안하는 모바일 OTP 기법은 범용적으로 사용되고 있는 해쉬함수를 이용한 S/KEY OTP 기법의 해쉬 충돌성에 대한 문제를 해결하기 위해 Pairing 기법을 이용한 비선형적 함수를 이용하여 OTP를 생성한다. 제안한 Pairing 기반의 비선형 함수를 이용한 모바일 OTP 기법은 기존의 해쉬충돌성을 보완할 수 있으며, 금융업체 및 다양한 서비스에서 보안안전성을 강화하기 위해 폭넓게 응용될 수 있을 것이다.

기업의 온라인 고객 서비스가 기업의 수익 및 고객의 후생에 미치는 영향에 관한 연구 (Impact of Net-Based Customer Service on Firm Profits and Consumer Welfare)

  • 김은진;이병태
    • Asia pacific journal of information systems
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    • 제17권2호
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    • pp.123-137
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    • 2007
  • The advent of the Internet and related Web technologies has created an easily accessible link between a firm and its customers, and has provided opportunities to a firm to use information technology to support supplementary after-sale services associated with a product or service. It has been widely recognized that supplementary services are an important source of customer value and of competitive advantage as the characteristics of the product itself. Many of these supplementary services are information-based and need not be co-located with the product, so more and more companies are delivering these services electronically. Net-based customer service, which is defined as an Internet-based computerized information system that delivers services to a customer, therefore, is the core infrastructure for supplementary service provision. The importance of net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of well-implemented net-based customer service are enhanced customer loyalty and higher lock-in of customers, and a resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such net-based customer service. The digital divide is the phenomenon in our society that captures the observation that not all customers have equal access to computers. Socioeconomic factors such as race, gender, and education level are strongly related to Internet accessibility and ability to use. This is due to the differences in the ability to bear the cost of a computer, and the differences in self-efficacy in the use of a technology, among other reasons. This concept, applied to e-commerce, has been called the "e-commerce divide." High Internet penetration is not eradicating the digital divide and e-commerce divide as one would hope. Besides, to accommodate personalized support, a customer must often provide personal information to the firm. This personal information includes not only name and address, but also preferences information and perhaps valuation information. However, many recent studies show that consumers may not be willing to share information about themselves due to concerns about privacy online. Due to the e-commerce divide, and due to privacy and security concerns of the customer for sharing personal information with firms, limited numbers of customers adopt net-based customer service. The limited level of customer adoption of net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We model a market entry scenario where a firm (the incumbent) uses the net-based customer service system in inducing loyalty in its customer base. The firm sells one product through the traditional retailing channels and at a price set for these channels. Another firm (the entrant) enters the market, and having observed the price of the incumbent firm (and after deducing the loyalty levels in the customer base), chooses its price. The profits of the firms and the surplus of the two customers segments (the segment that utilizes net-based customer service and the segment that does not) are analyzed in the Stackelberg leader-follower model of competition between the firms. We find that an increase in adoption of net-based customer service by the customer base is not always desirable for firms. With low effectiveness in enhancing customer loyalty, firms prefer a high level of customer adoption of net-based customer service, because an increase in adoption rate decreases competition and increases profits. A firm in an industry where net-based customer service is highly effective loyalty mechanism, on the other hand, prefers a low level of adoption by customers.