An Analysis of (Bad) Behavior in Online Video Games Jeremy Blackburn University of South Florida, [email protected]
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World of Warcraft Online Manual
Game Experience May Change During Online Play WOWz 9/11/04 4:02 PM Page 2 Copyright ©2004 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use the product. Use of World of Warcraft, is subject to your acceptance of the World of Warcraft® Terms of Use Agreement. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium is a registered trademark of Intel Corporation. Power Macintosh is a registered trademark of Apple Computer, Inc. Dolby and the double-D symbol are trademarks of Dolby Laboratory. Monotype is a trademark of Agfa Monotype Limited registered in the U.S. Patent and Trademark ® Office and certain other jurisdictions. Arial is a trademark of The Monotype Corporation registered in the U.S. Patent and Trademark Office and certain other jurisdictions. ITC Friz Quadrata is a trademark of The International Typeface Corporation which may be registered in certain jurisdictions. All other trademarks are the property of their respective owners. Uses high-quality DivX® Video. DivX® and the DivX® Video logo are trademarks of DivXNetworks, Inc. and are used under license. All rights reserved. AMD, the AMD logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc All ATI product and product feature names and logos, including ATI, the ATI Logo, and RADEON are trademarks and / or registered trademarks of ATI Technologies Inc. -
AOL Offers Video Chat with No Log-In, Download 13 May 2011, by RACHEL METZ , AP Technology Writer
AOL offers video chat with no log-in, download 13 May 2011, By RACHEL METZ , AP Technology Writer In a move to become more competitive in the fast- AV's release comes two days after Microsoft Corp. growing field of video chat, the team behind AOL said it would pay $8.5 billion for popular Internet Inc.'s AIM instant messenger rolled out the first phone service Skype, which allows people to make version of a free video chat service on Thursday free and cheap voice and video calls. that doesn't require users to log in or download any software. ©2011 The Associated Press. All rights reserved. This material may not be published, broadcast, Called AV, the service was created as a way to rewritten or redistributed. have quick, easy video chats, Jason Shellen, a leader of the AIM team, said. Though there are plenty of other voice and video chat offerings available for computers and smartphones, AV is unlike many with its decision to eschew both logins and software downloads. In order to start a chat, a user gets a unique link from AV and sends it to friends. Once a friend with a webcam clicks on the link, a chat window will pop up on the screen and show live video of the user who started the chat session and any other participants. Up to four people can be involved in a chat at once, Shellen said. The service has several features, such as the ability to type messages to individual users while video chatting - to send a link to a webpage, for example. -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
The Summarization of Technical Internet Relay Chats
Proceedings of the ACL conference. Ann Arbor, MI. July 2005. Digesting Virtual “Geek” Culture: The Summarization of Technical Internet Relay Chats Liang Zhou and Eduard Hovy University of Southern California Information Sciences Institute 4676 Admiralty Way Marina del Rey, CA 90292-6695 {liangz, hovy} @isi.edu used for analyzing the impact of virtual social in- Abstract teractions and virtual organizational culture on software/product development. This paper describes a summarization sys- The emergence of email thread discussions and tem for technical chats and emails on the chat logs as a major information source has Linux kernel. To reflect the complexity prompted increased interest in thread summariza- and sophistication of the discussions, they tion within the Natural Language Processing are clustered according to subtopic struc- (NLP) community. One might assume a smooth ture on the sub-message level, and imme- transition from text-based summarization to email diate responding pairs are identified and chat-based summarizations. However, chat through machine learning methods. A re- falls in the genre of correspondence, which re- sulting summary consists of one or more quires dialogue and conversation analysis. This mini-summaries, each on a subtopic from property makes summarization in this area even the discussion. more difficult than traditional summarization. In particular, topic “drift” occurs more radically than in written genres, and interpersonal and pragmatic 1 Introduction content appears more frequently. Questions about the content and overall organization of the sum- The availability of many chat forums reflects the mary must be addressed in a more thorough way formation of globally dispersed virtual communi- for chat and other dialogue summarization sys- ties. -
Security in Online Gaming Bachelor Thesis Information Science
RADBOUD UNIVERSITY NIJMEGEN Security in online gaming Bachelor Thesis Information Science Rens van Summeren January 26, 2011 Online gaming has gone through an explosive growth in popularity during the last decade, and continues to grow at a great speed. With this growth in popularity and thus in the amount of players, the need for security also becomes increasingly clear. This thesis aims to provide a definition of security in online gaming, as well as security analysis for the various threats with examples and countermeasures. The goal is to help players and game developers assess online gaming security, and inform security experts about existing issues. CONTENTS 1 Introduction ................................................................................................................................... 1 Definition ............................................................................................................................... 1 Preface .................................................................................................................................. 1 2 Online Gaming ............................................................................................................................... 2 2.1 Why Look at the Security of Online Games? ................................................................... 2 2.2 Types of Online Games and Business Models ................................................................. 2 2.3 Massive Multiplayer Online Games ................................................................................ -
Comparative Study of Anti-Cheat Methods in Video Games
Comparative Study of Anti-cheat Methods in Video Games Samuli Lehtonen Master’s thesis UNIVERSITY OF HELSINKI Department of Computer Science Helsinki, March 7, 2020 HELSINGIN YLIOPISTO — HELSINGFORS UNIVERSITET — UNIVERSITY OF HELSINKI Tiedekunta — Fakultet — Faculty Laitos — Institution — Department Faculty of Science Department of Computer Science Tekijä — Författare — Author Samuli Lehtonen Työn nimi — Arbetets titel — Title Comparative Study of Anti-cheat Methods in Video Games Oppiaine — Läroämne — Subject Computer Science Työn laji — Arbetets art — Level Aika — Datum — Month and year Sivumäärä — Sidoantal — Number of pages Master’s thesis March 7, 2020 71 + 48 as appendices Tiivistelmä — Referat — Abstract Online gaming is more popular than ever and many video game companies are reliant on the cash flow generated by online games. If a video game company wants its game to be successful, the game has to be resilient against cheating, the presence of which can ruin an otherwise successful game. Cheating in a video game can bankrupt an entire company as the non-cheating players leave the game because of unscrupulous individuals using cheats to gain an unfair advantage. Cheating can also involve criminal activity where maliciously acquired in-game items are traded against real money online. Commercial cheat programs are sold on online black markets and are available even to players who have no deep technical knowledge. The widespread availability and easy accessibility of cheats compounds the issue. This thesis will categorize different anti-cheat techniques and give a brief history of anti-cheat starting from the early 1980s. The history section describes how the fight against online cheating began and how it has evolved over the years. -
KARELIA University of Applied Sciences Degree Programme in Business Information Technology
KARELIA University of Applied Sciences Degree Programme In Business Information Technology Elmeri Telimaa Hacking Detection in Unreal Engine 4 Thesis May 2021 THESIS February 2021 Business Information Technology Tikkarinne 9 80200 JOENSUU FINLAND + 358 13 260 600 (switchboard) Author (s) Elmeri Telimaa Title Hacking Detection in Unreal Engine 4 Commissioned by - Abstract The goal of the thesis is to find an integrated tool within Unreal Engine 4 for detecting and combating cheating, that is quick to implement in a project. To achieve this goal, a prototype game was created and speedhacked. A counter for this hack was then implemented. Cheating in online games results in worse experience for the other players playing against the cheater, who then take their business elsewhere. This has a negative impact on both the game developer’s reputation and revenue. The speedhack used manipulates time on a client, making the user move more than intended. The detection method included within Unreal Engine 4 compares the time sent by the client to the time of the server to determine if there is discrepancy in the values. Using these values, we can determine if the client is speedhacking. The used detection method detected the hack and kicked the offending client out of the server. The method is easy to implement in a new project. Language Pages 32 English Appendices 1 Pages of Appendices 1 Keywords Unreal Engine, cheating, online games, speedhack, anti-cheat OPINNÄYTETYÖ Helmikuu 2021 Tietojenkäsittelyn koulutusohjelma Tikkarinne 9 80200 JOENSUU +358 13 260 600 (vaihde) Tekijä(t) Elmeri Telimaa Nimeke Hacking Detection in Unreal Engine 4 Toimeksiantaja - Tiivistelmä Tämän opinnäytetön tavoitteena on löytää Unreal Engine 4-pelimoottoriin integroitu työkalu, jonka avulla voidaan havaita ja estää huijaamista. -
Cheating by Video Game Participants
Cheating by Video Game Participants J.R. Parker University of Calgary [email protected] Abstract In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - or perhaps it’s just that the codes are poorly named. I also look at criminal activity in games, and at some ways to reduce cheating activities in online games. Introduction The word ‘cheat’ carries with it ancient societal passions. There is deception associated with the word, a lie, but more than that. There is a deliberation about cheating that makes it a worse lie than most, and there is an implication of doing someone harm in order to benefit oneself. Biblical cheats have died for their sin, and card cheats in the old West suffered a similar fate. Technology has changed the manner in which people can cheat, and has created many new ways to do it. So-called computer crime, identity theft, phishing, and other modern ways of cheating are enabled by the prevalent use of digital technology in many areas of society. Of course, the activities listed above are actually crimes; yet non-criminal cheating takes place too. Plagiarism is now very easy because of search engines and the Internet (easier to detect, too!). People misrepresent their identity on the Web with greater frequency, sometimes in self-defense. Cheating at games has traditionally been held in low regard because people that you play with are often friends. -
A Social Graph Based Text Mining Framework for Chat Log Investigation
Digital Investigation 11 (2014) 349e362 Contents lists available at ScienceDirect Digital Investigation journal homepage: www.elsevier.com/locate/diin A social graph based text mining framework for chat log investigation * Tarique Anwar a, Muhammad Abulaish b, a Centre for Computing and Engineering Software Systems, Swinburne University of Technology, Melbourne, VIC 3122, Australia b Department of Computer Science, Jamia Millia Islamia (A Central University), Jamia Nagar, New Delhi 25, India article info abstract Article history: This paper presents a unified social graph based text mining framework to identify digital Received 15 February 2014 evidences from chat logs data. It considers both users' conversation and interaction data in Received in revised form 3 September 2014 group-chats to discover overlapping users' interests and their social ties. The proposed Accepted 13 October 2014 framework applies n-gram technique in association with a self-customized hyperlink- Available online 1 November 2014 induced topic search (HITS) algorithm to identify key-terms representing users' interests, key-users, and key-sessions. We propose a social graph generation technique to model users' Keywords: interactions, where ties (edges) between a pair of users (nodes) are established only if they Text mining Chat logs mining participate in at least one common group-chat session, and weights are assigned to the ties Digital forensics based on the degree of overlap in users' interests and interactions. Finally, we present Social graph generation three possible cyber-crime investigation scenarios and a user-group identification method Cyber crime investigation for each of them. We present our experimental results on a data set comprising 1100 chat logs of 11,143 chat sessions continued over a period of 29 months from January 2010 to May 2012. -
Mining Criminal Networks from Chat Log
2012 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology This is the preprint version. See IEEE for the final official version. Mining Criminal Networks from Chat Log Farkhund Iqbal Benjamin C. M. Fung Mourad Debbabi College of Information Technology CIISE CIISE Zayed University Concordia University Concordia University Abu Dhabi, United Arab Emirates Montreal, Canada H3G 1M8 Montreal, Canada H3G 1M8 Email: [email protected] Email: [email protected] Email: [email protected] Abstract—Cybercriminals exploit opportunities for anonymity and masquerade in web-based communication to conduct illegal activities such as phishing, spamming, cyber predation, cyber threatening, blackmail, and drug trafficking. One way to fight cybercrime is to collect digital evidence from online documents and to prosecute cybercriminals in the court of law. In this paper, we propose a unified framework using data mining and natural language processing techniques to analyze online messages for the purpose of crime investigation. Our framework takes the chat log from a confiscated computer as input, extracts the social networks from the log, summarizes chat conversations into topics, identifies the information relevant to crime investigation, and visualizes the knowledge for an investigator. To ensure that the implemented framework meets the needs of law enforcement officers in real-life investigation, we closely collaborate with the cybercrime unit of a law enforcement agency in Canada. Both the feedback from the law enforcement officers and experimental results suggest that the proposed chat log mining framework is effective for crime Fig. 1. Framework overview investigation. Index Terms—crime investigation; criminal networks; data level information, such as IPs, protocols, and path traveled mining; frequent patterns; topic mining. -
Detection of Child Exploiting Chats from a Mixed Chat Dataset As a Text Classification Task
Detection of child exploiting chats from a mixed chat dataset as a text classification task Md Waliur RahmanMiah John Yearwood Sid Kulkarni School of Science, Information School of Science, Information School of Science, Information Technology and Engineering Technology and Engineering Technology and Engineering University of Ballarat University of Ballarat University of Ballarat [email protected] [email protected] [email protected] medium increased the chance of some heinous acts Abstract which one may not commit in the real world. O’Connell (2003) informs that the Internet affords Detection of child exploitation in Internet greater opportunity for adults with a sexual interest chatting is an important issue for the protec- in children to gain access to children. Communica- tion of children from prospective online pae- tion between victim and predator can take place dophiles. This paper investigates the whilst both are in their respective real world homes effectiveness of text classifiers to identify but sharing a private virtual space. Young (2005) Child Exploitation (CE) in chatting. As the chatting occurs among two or more users by profiles this kind of virtual opportunist as ‘situ- typing texts, the text of chat-messages can be ational sex offenders’ along with the ‘classical sex used as the data to be analysed by text classi- offenders’. Both these types of offenders are taking fiers. Therefore the problem of identification the advantages of the Internet to solicit and exploit of CE chats can be framed as the problem of children. This kind of solicitation or grooming by text classification by categorizing the chat- the use of an online medium for the purpose of logs into predefined CE types. -
Forensic Acquisition of IMVU: a Case Study
Journal of Digital Forensics, Security and Law Volume 10 Number 4 Article 6 2015 Forensic Acquisition of IMVU: A Case Study Robert van Voorst National Police of the Netherlands M-Tahar Kechadi University College Dublin Nhien-An Le-Khac University College Dublin Follow this and additional works at: https://commons.erau.edu/jdfsl Part of the Computer Engineering Commons, Computer Law Commons, Electrical and Computer Engineering Commons, Forensic Science and Technology Commons, and the Information Security Commons Recommended Citation van Voorst, Robert; Kechadi, M-Tahar; and Le-Khac, Nhien-An (2015) "Forensic Acquisition of IMVU: A Case Study," Journal of Digital Forensics, Security and Law: Vol. 10 : No. 4 , Article 6. DOI: https://doi.org/10.15394/jdfsl.2015.1212 Available at: https://commons.erau.edu/jdfsl/vol10/iss4/6 This Article is brought to you for free and open access by the Journals at Scholarly Commons. It has been accepted for inclusion in Journal of Digital Forensics, Security and Law by an authorized administrator of (c)ADFSL Scholarly Commons. For more information, please contact [email protected]. Forensic Acquisition of IMVU: A Case Study JDFSL V10N4 FORENSIC ACQUISITION OF IMVU: A CASE STUDY Robert van Voorst National Police of the Netherlands Rotterdam, Netherlands [email protected] M-Tahar Kechadi, Nhien-An Le-Khac University College Dublin Dublin 4, Ireland {tahar.kechadi,an.lekhac}@ucd.ie ABSTRACT There are many applications available for personal computers and mobile devices that facilitate users in meeting potential partners. There is, however, a risk associated with the level of anonymity on using instant message applications, because there exists the potential for predators to attract and lure vulnerable users.