On the Feasibility and Impact of Digital Fingerprinting for System Recognition

Total Page:16

File Type:pdf, Size:1020Kb

On the Feasibility and Impact of Digital Fingerprinting for System Recognition Fakultät für Elektrotechnik und Informationstechnik On the Feasibility and Impact of Digital Fingerprinting for System Recognition Dissertation Thomas Hupperich 01. Februar 2017 Fakultät für Elektrotechnik und Informationstechnik On the Feasibility and Impact of Digital Fingerprinting for System Recognition Dissertation zur Erlangung des Grades eines Doktor-Ingenieurs der Fakult¨atf¨urElektrotechnik und Informationstechnik an der Ruhr-Universit¨atBochum vorgelegt von Thomas Hupperich aus Wermelskirchen Bochum, 01. Februar 2017 Gutachter: Prof. Dr. Thorsten Holz Ruhr-Universit¨atBochum Zweitgutachter: Prof. Dr. Felix Freiling Friedrich-Alexander-Universit¨atErlangen-N¨urnberg Tag der m¨undlichen Pr¨ufung:30. Juni 2017 \The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age." | H.P. Lovecraft - The Call of Cthulhu Acknowledgement First and foremost, I thank my supervisor Prof. Dr. Thorsten Holz for guiding my explorations through the infinite black seas of research and for all the enlightening scientific insights. I am grateful for the freedom to research topics of my interest and for the lively discussions about them. Leaving the island of ignorance and broadening the horizon requires exploration. Exploring something new, however, means to voyage and to give up at least a part of placidness. I express my gratitude to all my colleagues and contributors for the inspiring collaborations and for making my voyage an unforgettable time. Special thanks go to Jannik Pewny for discussing absurd and brilliant ideas, Henry Hosseini and Nicolai Wilkop for supporting my research countless times, and to Mark K¨uhrer,Katharina Krombholz, Davide Maiorca, Christian Rossow, as well as Sebastian Uellenbeck and Katharina Kohls for joyful and productive teamwork. Finally, I thank my family and friends for their support and help to not going mad. Abstract In the recent years, obtaining data about users and their online devices to track their activities and find out about their interests has become standard practice. While browser cookies have been state-of-the-art for user tracking a long time, a new technique evolved and is more and more applied in practice: digital fingerprinting. In contrast to cookies, fingerprinting a digital system reveals information about the system itself. It is possible to learn a systems software or hardware configuration with this technique. Still, it remained unclear to what extent fingerprinting can be utilized and also what risks and opportunities the use of fingerprinting entails. In the past, there has been researching mostly about fingerprinting a system's browser|so-called browser fingerprinting. Transferring such methods to finger- printing whole digital systems may be achieved in different ways and has to be fitted to the exact scenario, including the types of systems like mobile devices, the data available, e. g., browser attributes or hardware measurements, and the overall goal|for instance recognizing a single device among others. Hence, differentiated approaches and determining suitable methods are required to make fingerprinting feasible. This thesis emphasizes two key aspects: First, we explore the feasibility of fin- gerprinting in various scenarios, e. g., browser fingerprinting in a Web context or system-based hardware fingerprinting, to investigate which goals can be achieved by this technique. Second, we investigate the impact of fingerprinting, including the risks for user privacy and the chances to enhance existing security mechanisms. In this work, we shift to fingerprinting not only a browser but complete systems by determining the general feasibility of fingerprinting mobile devices, like smartphones and tablets, and also the possibilities to elude fingerprinting methods. Fingerprinting mobile devices is deemed to be hard as these are highly standardized in contrast to desktop computers or browsers and, as a general rule, fingerprinting is less effective in a uniform group of devices. While some methods of browser fingerprinting can be instrumented for fingerprinting mobile devices as well, also new approaches can be developed since modern devices are more complex systems and, for instance, include hardware sensors. Hence, we also examine the feasibility of fingerprinting system hardware, e. g., a mobile device's sensors and investigate whether or not it is possible to recognize devices just by hardware imperfections of these sensors. We also study whether or not differences in digital fingerprints may lead to triggering online marketing policies. In the media, there have been articles over the past years, claiming that users of specific computer systems experience price differentiation. Since such behavior may be based on digital system fingerprinting, we shed light on the impact of various fingerprints on online pricing. Finally, we take fingerprinting beyond digital systems and analyze whether writing styles may also be fingerprinted i effectively as an example of the transferability of fingerprinting methods to other research areas. Our findings reveal both the opportunities of digital fingerprinting as well as its limits. We present various applications for this new technique, investigating its power, risks, and chances. ii Kurzfassung In den letzten Jahren ist es g¨angigePraxis geworden, Daten ¨uber Benutzer und deren Internetger¨ate zu sammeln, um ihre Aktivit¨atenzu verfolgen und Informationen ¨uber ihre Interessen zu gewinnen. W¨ahrendBrowser-Cookies lange das Mittel der Wahl f¨urBenutzer-Tracking waren, etabliert sich mehr und mehr eine neue Technik: Digitales Fingerprinting. Im Gegensatz zu Cookies erm¨oglicht Fingerprinting den direkten Zugriff auf Informationen ¨uber ein System. So erm¨oglicht es diese Technik, Informationen ¨uber eine Softwarekomponente, wie z.B. Browser in Erfahrung zu bringen. Dennoch blieb bislang unklar, welche weiteren Anwendungsm¨oglichkeiten f¨urFingerprinting genutzt werden k¨onnenund welche Risiken und Chancen der Einsatz von Fingerprinting mit sich bringt. In der Vergangenheit wurde vor allem ¨uber Fingerprinting des Browsers eines Systems, sog. Browser-Fingerprinting, geforscht. Die Ubertragbarkeit¨ bekannter Methoden aus dem Browser-Fingerprinting auf Fingerprinting ganzer Systeme, sog. System Fingerprinting, kann auf unterschiedliche Weise erreicht werden. Angewen- dete Methoden m¨ussen jedoch stets auf das vorliegende Szenario abgestimmt werden und sowohl die Arten von Systemen (z.B. Mobilger¨ate),als auch die verf¨ugbaren Daten (bspw. Browserattribute oder Hardwaremessungen) ber¨ucksichtigen. Zudem entscheidet das letztliche Ziel, wie zum Beispiel die Erkennung eines einzelnen Ger¨ates unter anderen, ¨uber die Vorgehensweise. Schließlich sind differenzierte Ans¨atzeund die Bestimmung geeigneter Verfahren erforderlich, um Fingerprinting durchf¨uhrbar zu machen. Die vorliegende Dissertation setzt den Fokus auf die folgenden zwei Schwerpunkte: Zun¨achst wird die Machbarkeit von Fingerabdr¨ucken in verschiedenen Szenarien un- tersucht, bspw. Browser-Fingerprinting im Webkontext oder Hardware-basiertes Fin- gerprinting, und außerdem, welche Ziele mit dieser Technik erreicht werden k¨onnen. Zweitens werden die Auswirkungen von Fingerprinting erforscht, einschließlich der Risiken f¨urdie Privatsph¨areder Nutzer und die M¨oglichkeiten, bestehende Sicher- heitsmechanismen zu verbessern. Diese Arbeit fokussiert sich nicht nur auf das Fingerprinting von Browsern, sondern kompletter Systeme, indem die allgemeine Machbarkeit von Fingerprinting mobiler Ger¨atenwie Smartphones und Tablets unter- sucht wird, sowie die M¨oglichkeiten, Fingerprinting zu umgehen. Das Fingerprinting mobiler Ger¨ategilt als schwierig, da diese hoch standardisiert sind, im Gegensatz zu Desktop-Computern und Browsern, die sich stark personalisieren lassen, z.B. durch Installieren von Erweiterungen oder Anpassen des Erscheinungsbilds. In der Regel ist Fingerprinting weniger wirksam in einer homogenen Gruppe von Ger¨aten. W¨ahrendmanche Methoden des Browser-Fingerprintings auch f¨urFingerprinting mobiler Ger¨ateinstrumentiert werden k¨onnen,k¨onnenauch neue Ans¨atzeentwickelt werden, da moderne Ger¨atekomplexere Systeme sind und zum Beispiel Hardware- Sensoren umfassen. Daher wird auch die Durchf¨uhrbarkeit von Hardware-basiertem iii Fingerprinting untersucht, z.B. ob es m¨oglich ist, Ger¨atenur durch Fertigungsfehler von Sensoren zu erkennen. Es wird ebenfalls gekl¨art,inwieweit Online-Marketing- Strategien auf Unterschiede von digitalen Fingerprints reagieren. In den vergangenen Jahren meldeten Medien immer wieder, dass die Nutzer bestimmter Computersys- teme andere Preise angeboten bekommen als Nutzer anderer Computersysteme. Da ein solches Verhalten auf dem Fingerabdruck des digitalen Systems basieren kann, werden Auswirkungen verschiedener Fingerabdr¨ucke auf die Online-Preisgestaltung aufgezeigt. Schließlich wird der Bezug des Themas Fingerprinting ¨uber digitale Systeme hinaus erweitert und er¨ortert,wie Fingerprinting-Verfahren auch effektiv f¨ur andere Forschungsgebiete eingesetzt werden k¨onnen,etwa
Recommended publications
  • Open Ongtang-Phd-Dissertation.Pdf
    The Pennsylvania State University The Graduate School SECURING MOBILE PHONES IN THE EVOLVING MOBILE ECOSYSTEM A Dissertation in Computer Science and Engineering by Machigar Ongtang © 2010 Machigar Ongtang Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy August 2010 The dissertation of Machigar Ongtang was reviewed and approved∗ by the following: Patrick D. McDaniel Associate Professor of Computer Science and Engineering Dissertation Advisor, Chair of Committee Thomas F. La Porta Distinguished Professor of Computer Science and Engineering Trent Jaeger Associate Professor of Computer Science and Engineering Ling Rothrock Associate Professor of Industrial and Manufacturing Engineering Raj Acharya Professor of Computer Science and Engineering Department Head ∗Signatures are on file in the Graduate School. Abstract The revolution of mobile phone industry has been altering our life and business practices over the past few decades. Driven by user demands and technological advancement, we now experience rich mobile phone applications and sophisticated cellular services ranging from mobile payment, stock trading, to social networking, vehicle tracking to in-car control. As more players joining the community, this mobile phone environment has transformed into a complex network of interacting companies, known as mobile ecosystem. Unfortunately, this opening and converging mobile ecosystem has brought in more opportunities for more attacks on mobile phones, a key element of the system. This dissertation aims to achieve mobile phone security. We reveal two main chal- lenges that we need to overcome, namely developing a clear definition of secure phones, and building security infrastructure that imposes such definition on the phones. We also identify three key elements that contribute to the fidelity of mobile phones, namely, mobile phone platforms, mobile phone applications, and mobile content.
    [Show full text]
  • Boisvert-Storey-Sony Case Brief
    Storey C204 Summer 2014 Case Study BE MOVED SITUATION Sony Corporation is a 68-year old multinational based in Tokyo. In 2012, the tech giant employed 173,000 people, with corporate headquarters in Japan, Europe, and America. In May 2014, the company was down to 146,300, cutting 26,700 as part of CEO Kaz Hirai’s “One Sony” plan. Recently, the firm eVen sold former office buildings in Tokyo for $156 million (Inagaki). This followed a similar $1.2 billion sale in 2013. After seVeral years of losses, Sony’s situation appears critical. In the last fiscal year, the company lost $1.25 billion. EVen the gaming diVision, where the Playstation console family (PS2, PS3, PS4) is projected to sell 17 million units this year, lost $78 million (Quarterly Results). There are many causes: Sony’s jettisoning of its PC brand Vaio, the poor performance and planned spinoff of Sony’s teleVision diVision, PS4 launch and marketing costs, the struggling PSVita, R&D costs for Sony’s Project Morpheus, and the fluctuation of exchange rate markets. For the current year, Sony is projecting a $489 million loss. How sustainable is Sony’s current business model? Will the success of the PS4 lead to renewed profitability for the games diVision and the company as a whole? Perhaps opportunities in new markets can spark a turn-around. The company’s core businesses are electronic entertainment (Sony Computer Entertainment, Sony Music Entertainment, and Sony Pictures Entertainment) and hardware (Sony Mobile Communications and Sony Electronics). Though it also dabbles in financial serVices, publishing, and medical imaging, electronics represents roughly two-thirds of the corporation’s reVenue (Sony Annual Report 2011, 2013).
    [Show full text]
  • Exergames and the “Ideal Woman”
    Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive.
    [Show full text]
  • Can I Download Little Big Planet On. Ps4 How Do You Grab on Little Big Planet? General Controls R3 Button : Flip/Mirror an Object in Creation Mode
    can i download little big planet on. ps4 How do you grab on Little Big Planet? General Controls R3 Button : Flip/Mirror an object in creation mode. X: Jump. Hold X longer to jump further. X is also an “ action /confirm” button during creation mode, and X also allows for faster movement when equipped with a Jetpack. Beside above, how much does lbp3 cost? $9.99. Sackboy® is back − and he's bringing new friends! Get ready for an all-new LittleBigPlanet™ experience as Sackboy® teams up with his best friends in his biggest hand-crafted adventure yet! Three all-new playable heroes will completely change the way you play… Similarly, it is asked, how do you open the Organisertron? Organisertron . The Organisertron is a new feature added in LittleBigPlanet 3. It contains a checklist of quests assigned by level creators for the player to complete. You access it by holding down triangle (if it fails to come up, the level probably has it disabled intentionally). Will there be a little big planet 4? First announced in 2015 as a trippy, user-controlled kind of world-creating game, Dreams is the new title from LittleBigPlanet studio Media Molecule and it's due to hit PlayStation 4 in 2018. LittleBigPlanet™ 3. Join Sackboy® and his amazing team of new friends on a wild adventure across a mysterious, unexplored world packed with endless surprises. Play with all of the brilliantly unique talents of OddSock, Swoop and Toggle as the newcomers work together with Sackboy® to solve puzzles and explore the creativity-powered planet Bunkum.
    [Show full text]
  • Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
    Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play.
    [Show full text]
  • Playstation 4 - Wikipedia Case 3:19-Cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not Logged in Talk Contributions Create Account Log In
    Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 1 of 19 EXHIBIT C PlayStation 4 - Wikipedia Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not logged in Talk Contributions Create account Log in Article Talk Read View source View history PlayStation 4 From Wikipedia, the free encyclopedia Main page Contents "PS4" redirects here. For other uses, see PS4 (disambiguation). Featured content The PlayStation 4 (officially abbreviated as PS4) is an eighth-generation home video game console developed by Sony Interactive Current events PlayStation 4 Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15 in North Random article Donate to Wikipedia America, November 29 in Europe, South America and Australia, and on February 22, 2014, in Japan. It competes with Microsoft's Wikipedia store Xbox One and Nintendo's Wii U and Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Interaction Unit (APU) built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops; AMD stated that it was the "most Help powerful" APU it had developed to date. The PlayStation 4 places an increased emphasis on social interaction and integration with About Wikipedia Community portal other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices ("Remote Recent changes Play"), the ability to stream gameplay online or to friends, with them controlling gameplay remotely ("Share Play").
    [Show full text]
  • Warning Concerning Copyright Restrictions the Copyright Law of the United States (Title 17, United States Code) Governs the Maki
    Warning Concerning Copyright Restrictions The Copyright Law of the United States (Title 17, United States Code) governs the making of photocopies or other reproductions of copyrighted materials. Under certain conditions specified in the law, libraries and archives are authorized to furnish a photocopy or other reproduction. One of these specified conditions is that the photocopy or reproduction is not to be used for any purpose other than private study, scholarship, or research. If electronic transmission of reserve material is used for purposes in excess of what constitutes "fair use," that user may be liable for copyright infringement. University of Nevada, Reno What Elements Make an Effective Advertising Campaign? A Review of Common Elements among Proven Effective Advertising Campaigns A thesis submitted in partial fulfillment of the requirements for the degree of Bachelor of Arts in Journalism, minor in Business Administration and the Honors Program by Jessica M. Ranftl Robert Felten, Thesis Advisor December 2013 UNIVERSITY THE HONORS PROGRAM OF NEVADA RENO We recommend that the thesis prepared under our supervision by JESSICA RANFTL Entitled What Elements Make an Effective Advertising Campaign? A Review of Common Elements among Proven Effective Advertising Campaigns Be accepted in partial fulfillment of the requirements for the degree of BACHELOR OF ARTS IN JOURNALISM, MINOR IN BUSINESS ADMINISTRATION AND THE HONORS PROGRAM Robert Felten; Faculty Mentor Tamara Valentine, Ph.D., Director, Honors Program i Abstract: A Brief Overview What makes a marketing or advertising campaign effective? Many advertisers and marketers have asked this question at the start of creating a campaign. The goal is to create a campaign that generates a desired response effectively.
    [Show full text]
  • Goppolino Jury Sworn by CHARLES A
    Distribution Today , 27,050 toflght Unrln mU to IBK | y, con- JferiBank Arid J mBd, ehaMt of showers. Jjufc Register, Inc., IMS, DIAL 741-0010 MONMOUTH NEWSPAPER FOR 88 YEARS VOL. 89, na 117 9, 1966 7c PER COPY , PAGE ONE , ms $1 Million Salary Pact By FRANK WiHARBOUR Under the new law (S-24B). transportation and the like, to $9,879, and MA plus 30 points riod, from $3,100 to $5,400, with to break the agreements made All the pay raises for this year '' MIDDLETOWN — The Board passed earlier this year, voters would have to be cut, but not $6,600 to $10,400. in 12 steps. $200 Increments. last night. will come out of the new state Of Education, under provisions of will not be able to1 do anything salaries," Mid School Superin- Tha annual increment is $3W.- For maintenance men, the Sidney Sender, president of the sales tax aid, the board ex- «(new state tutute, last night about it tendent Paul F. Lefever. 'This' 50. ' guide ranges from $4,750 to $S,- Middletown Education Associa- plained. < Unproved a three-year salary The statute provides that, new law 'provides a great pro- For 1967-68, die BA degree 850, with $225 increments, and tion, said the pacts resulted from During the negotiations, teach- : p»et which will cost taxpayers where there Is a salary agree- tection, to' teachers and other range is $5,750 to $9,660, and cor- for custodians, $4,350 to $$,300, five mantis of negotiation be- ers were also represented by Wa|.
    [Show full text]
  • Nox Archaist Man Vs
    WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #4 • MAY 2018 MAY 2018 • ISSUE #4 RPGS REVIEW A Selected History of RPGs Boss Fight Books 06 BY TODD FRIEDMAN 29 BY OLD SCHOOL GAMER RPGS NEWS Role Playing Games Convention Update 08 BY JASON RUSSELL 30 BY OLD SCHOOL GAMER RPGs VIDEO GAME MOVIE REVIEW Nox Archaist Man vs. Snake 10 BY BILL LANGE 36 BY BRAD FEINGOLD RPGs FEATURE Just For Qix: Cadash 45 Years of Arcade Gaming: The 1990s 12 BY MICHAEL THOMASSON 38 BY ADAM PRATT NEWS THE GAME SCHOLAR 2018 Old School Event Calendar Keyboard Creations 14 BY OLD SCHOOL GAMER 44 BY LEONARD HERMAN RPGs PUREGAMING.ORG INFO Wizardry Talk Sega 32x and Sega CD 15 BY KEVIN BUTLER 47 BY PUREGAMING.ORG RPGs Evolution of Role-Playing Games 17 In Japan BY ANTOINE CLERC-RENAUD RPGs Lord British Meetup 19 BY BILL LANGE RPGs Publisher Business Manager Issue Writers Ryan Burger Aaron Burger Todd Friedman, Jason Brett’s Old School Bargain Bin Russell, Bill Lange, 20 Dungeons and Dragons Editor Design Director Michael Thomasson, BY BRETT WEISS Brian Szarek Jacy Leopold Antoine Clerc-Renaud, Brett Weiss, Walter Day, THE WALTER DAY REPORT Editorial Board Design Assistant Jonathan Polan, Todd Dan Loosen Marc Burger Friedman, Brad Feingold, G.O.A.T.’s of the 21st Century Doc Mack Adam Pratt, Leonard 22 BY WALTER DAY Billy Mitchell Art Director Herman Walter Day Thor Thorvaldson INTERVIEW/PEOPLE A Few Minutes with Buck Stein BY OLD SCHOOL GAMER HOW TO REACH OLD SCHOOL GAMER: Postmaster – Send address changes to: 24 OSG • 222 SE Main St • Grimes IA 50111 515-986-3344 Postage paid at Grimes, IA and other mailing locations.
    [Show full text]
  • Poetics of the Videogame Setpiece ARC by MA of TECHNOLOGY Sonny Sidhu MAY 2 0 2013 B.A
    Poetics of the Videogame Setpiece ARC by MA OF TECHNOLOGY Sonny Sidhu MAY 2 0 2013 B.A. Film and Media Studies, Swarthmore College, 2009 LIBRARIES SUBMITTED TO THE PROGRAM IN COMPARATIVE MEDIA STUDIES/WRITING IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMPARATIVE MEDIA STUDIES AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2013 ( 2013 Sonny Sidhu. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Author: Program in Comparative Media Studies/Writing 10 May 2013 Certified by: D. Fox Harrell Thesis Supervisor Associate Professor of Digital Media Program in Comparative Media Studies/Writing Computer Science and Artificial Intelligence Laboratory Accepted by: Heather Hendershot Professor of Comparative Media Studies Director of Comparative Media Studies Graduate Program Poetics of the Videogame Setpiece by Sonny Sidhu Submitted to the Program in Comparative Media Studies/Writing on May 10, 2013, in Partial Fulfillment of the Requirements for the Degree of Master of Science in Comparative Media Studies ABSTRACT Many of today's most popular single-player videogames contain short, semi-interactive sequences of tightly scripted, visually spectacular action gameplay, which-despite being generally unrepresentative of a game's 'normal' functions-tend to receive prominent placement in the marketing campaigns that produce desire for the games they appear in. As prevalent as they have become, these setpieces (as they are called in gamers' parlance) are often critically dismissed as mere eye-candy-proof, perhaps, of the skewed priorities of an industry that would sacrifice the interactive substance of games in favor of surface qualities that enhance only their commercial appeal.
    [Show full text]
  • Sony Claimt Recht Op Acteur
    Door Bas Kist naam of het typetje Kevin Butler. Uit toespreekt: „Ik had nog zo gezegd: Alsof Albert Heijn zijn eigen ‘filiaal- de aanklacht lijkt nu te volgen dat geen bommetje!” Toen Mascini tien manager’ Harry Piekema, de man die Lambert van Sony überhaupt geen jaar later ditzelfde typetje in een re- Sony claimt al jaren de hoofdpersoon speelt in de commerciële schnabbels voor ande- clame voor Beemsterkaas opvoerde, tv-commercials van de supermarkt, ren meer mag doen. kreeg hij van de rechter te horen dat voor de rechter sleept. Zo voelt het re- Op dit moment wisselen de partij- dat niet kon. Hoewel Mascini op dat cente optreden van Sony in de Vere- en achter de schermen hun argumen- moment geen contract meer had, recht op acteur nigde Staten een beetje. ten uit. Het is nog niet bekend wan- oordeelde de rechter toch dat de com- In september diende het bedrijf bij neer de zaak door de rechter behan- mercial verwarrend voor de consu- de rechtbank in Californië een klacht deld wordt. ment was, vooral nu het om een let- Sony daagt een acteur voor de rechter die in zijn in tegen acteur Jerry Lambert. Lam- De zaak doet denken aan een Ne- terlijke kopie van de populaire Melk- bert was tussen 2009 en 2012 in tv- derlands relletje in 2004. Toen ver- Uniereclame ging. reclames heeft gespeeld. Hij mag op tv niet gamen op commercials ‘het gezicht’ van Play- schenen twee van de ‘drie vrienden Of Jerry Lambert ook over de de spelcomputer van de concurrent. Hebben bedrijven station, één van Sony’s meest succes- van Amstel’, de acteurs die 6 jaar lang schreef is gegaan is de vraag.
    [Show full text]
  • A Portfolio of Recombinant Compositions for the Videogame Apotheon
    City Research Online City, University of London Institutional Repository Citation: Aristopoulos, M. (2017). A portfolio of recombinant compositions for the videogame Apotheon. (Unpublished Doctoral thesis, City, University of London) This is the accepted version of the paper. This version of the publication may differ from the final published version. Permanent repository link: https://openaccess.city.ac.uk/id/eprint/19298/ Link to published version: Copyright: City Research Online aims to make research outputs of City, University of London available to a wider audience. Copyright and Moral Rights remain with the author(s) and/or copyright holders. URLs from City Research Online may be freely distributed and linked to. Reuse: Copies of full items can be used for personal research or study, educational, or not-for-profit purposes without prior permission or charge. Provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content is not changed in any way. City Research Online: http://openaccess.city.ac.uk/ [email protected] A portfolio of recombinant compositions for the videogame Apotheon By Marios Aristopoulos, student number: 100038079 Ph.D. thesis Word count: 43.621 & 68 minutes of original music Department of Music City, University of London September 2017 Supervisor: Dr. Miguel Mera 1 TABLE OF CONTENTS ACKNOWLEDGEMENTS .................................................................................................................................
    [Show full text]