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Netflix Security Requirements for Android Platforms Version 1.0 December 6, 2010
Netflix Security Requirements for Android Platforms Version 1.0 December 6, 2010 Netflix Confidential Overall Security Philosophy • Netflix and Partners are working together to create a market for connected platforms and services • For long-term success, this requires a healthy and secure ecosystem – Based on best practices – Transparency between content, service, and platform partners – Proactive cooperation, rapid response • Our mutual success depends on it – Breaches hurt everyone Netflix Confidential Typical Studio Requirements • Platforms must meet agreed-upon robustness specifications (Netflix Robustness Rules, DRM providers’ robustness rules) • Platform partners must submit sample products and security documentation to Netflix for certification. – Netflix must review documentation and assess compliance with robustness specifications • If a platform is breached, Netflix or partner may be required to revoke individual or class of platforms. • In case of extended breach or platform non-compliance, studio has option to suspend availability of content to the Netflix service. – Such action would adversely affect all platforms and all Netflix subscribers. Netflix Confidential Android vs. Studio Requirements • Most Android platforms have been “rooted” – yields full control of system – history suggests this problem will not go away • Once rooting occurs, Linux security model is insufficient to protect content -related assets • Without modification, these platforms do not allow Netflix to meet contractual obligations to studios • We are aggressively working with partners to address this vulnerability Netflix Confidential High-Level Platform Security Concerns • Content Protection – DRM keys – Content keys – AV content • Application Security – Application keys – Access to Netflix APIs & functionality – Non-modifiability – Non-migrateability Netflix Confidential Content Protection: DRM Keys • Group key – typically provisioned in manufacturing – one key for entire class of devices (e.g. -
Structuring the Smartphone Industry: Is the Mobile Internet OS Platform the Key?
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Kenney, Martin; Pon, Bryan Working Paper Structuring the smartphone industry: Is the mobile internet OS platform the key? ETLA Discussion Papers, No. 1238 Provided in Cooperation with: The Research Institute of the Finnish Economy (ETLA), Helsinki Suggested Citation: Kenney, Martin; Pon, Bryan (2011) : Structuring the smartphone industry: Is the mobile internet OS platform the key?, ETLA Discussion Papers, No. 1238, The Research Institute of the Finnish Economy (ETLA), Helsinki This Version is available at: http://hdl.handle.net/10419/44498 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have been made available under an Open gelten abweichend von diesen Nutzungsbedingungen -
Internet of Nano-Things, Things and Everything: Future Growth Trends
future internet Review Internet of Nano-Things, Things and Everything: Future Growth Trends Mahdi H. Miraz 1 ID , Maaruf Ali 2, Peter S. Excell 3,* and Richard Picking 3 1 Centre for Financial Regulation and Economic Development (CFRED), The Chinese University of Hong Kong, Sha Tin, Hong Kong, China; [email protected] 2 International Association of Educators and Researchers (IAER), Kemp House, 160 City Road, London EC1V 2NX, UK; [email protected] 3 Faculty of Art, Science and Technology, Wrexham Glyndwrˆ University, Wrexham LL11 2AW, UK; [email protected] * Correspondence: [email protected]; Tel.: +44-797-480-6644 Received: 22 June 2018; Accepted: 25 July 2018; Published: 28 July 2018 Abstract: The current statuses and future promises of the Internet of Things (IoT), Internet of Everything (IoE) and Internet of Nano-Things (IoNT) are extensively reviewed and a summarized survey is presented. The analysis clearly distinguishes between IoT and IoE, which are wrongly considered to be the same by many commentators. After evaluating the current trends of advancement in the fields of IoT, IoE and IoNT, this paper identifies the 21 most significant current and future challenges as well as scenarios for the possible future expansion of their applications. Despite possible negative aspects of these developments, there are grounds for general optimism about the coming technologies. Certainly, many tedious tasks can be taken over by IoT devices. However, the dangers of criminal and other nefarious activities, plus those of hardware and software errors, pose major challenges that are a priority for further research. Major specific priority issues for research are identified. -
Id, Conf 20Xx
ID, CONF 20XX - Where is the policy enforced? -- When is the policy imposed? -- What is protected by the policy? (fine grained) -- What is protected by the policy? (coarse grained) -- Requirements of the person applying the sandbox -- Requirements of the application -- Security Policy Type -- Policy enforcements place in kill chain -- Policy Management -- Policy Construction -- Validation Claim -- Validation -- KCoFI, Oakland 2014 - Where is the policy enforced? -- System: “KCoFI protects commodity operating systems from classical control- flow hijack attacks, return-to-user attacks, and code segment modification attacks.” When is the policy imposed? -- Hybrid: “KCoFI has several unique requirements. First, it must instrument commodity OS kernel code; existing CFI enforcement mechanisms use either compiler or binary instrumentation [4], [10], [18]. Second, KCoFI must understand how and when OS kernel code interacts with the hardware. For example, it must understand when the OS is modifying hardware page tables in order to prevent errors like writeable and executable memory. Third, KCoFI must be able to control modification of interrupted program state in order to prevent ret2usr attacks.” What is protected by the policy? (fine grained) -- Code instructions: See Where is the policy enforced? What is protected by the policy? (coarse grained) -- System Level Component: See Where is the policy enforced? Requirements of the person applying the sandbox -- Install a tool: “The SVA-OS instructions described later in this section are implemented as a run-time library that is linked into the kernel.” Requirements of the application -- Use special compiler: “All software, including the operating system and/or hypervisor, is compiled to the virtual instruction set that SVA provides.” Requirements of the application -- Use sandbox as framework/library: “Because the operating system must interface with the hardware via the SVA-OS instructions, it must be ported to the SVA virtual instruction set. -
Consumer Vs. Gamer Rights at Play
Consumer vs. gamer Rights at play February 2011 The Norwegian Consumer Council (NCC) is an independent, government-funded interest group working for a consumer-friendly society. The digital market is one of the NCC’s top priorities for the coming years. The Consumer Council is a supporter of games, gamer culture and gaming innovations. Thus, it is long overdue to ask the question: Is there a need for consumer rights for gamers? NCC’s digital charter consists of eight mandatory consumer rights for digital products legally available to consumers. The charter is the foundation of the Consumer Council’s work on digital services.1 This document highlights challenges related to core games and the platforms they are played on. As this is meant to serve as a starting point for our work on games, we do not go in depth with regards to casual games or games/apps for handheld devices such as phones or tablets. 1 http://forbrukerportalen.no/Artikler/2007/consumers_digital_rights 2 Introduction The market for pc- and console games has Connectivity has allowed game publishers to grown substantially the last years. In fact, the repair glitches, patch flaws and add content market has continuously grown over the last after the game is taken off the shelves. In many three or four decades. From being a quirky way cases this is a clear benefit for the gamer. But for scientists to put their room filling super- at the same time it opens up possibilities to computers to use, games are now household, target consumer groups for advertising, tap or even handheld, entertainment. -
Remote Play - Wikipedia Case 1:19-Cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9
Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 1 of 9 EXHIBIT D Remote Play - Wikipedia Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Remote Play From Wikipedia, the free encyclopedia Main page Remote Play is a feature of Sony video game Contents Remote Play Featured content consoles that allows the PlayStation 3 and Current events PlayStation 4 to transmit its video and audio Random article output to another device; previously this could Donate to Wikipedia only be a PlayStation Portable or PlayStation Vita. Wikipedia store In 2014, it was expanded to include the use of Interaction PlayStation TV, Xperia smartphones and tablets Help (Z2 and later), and PlayStation Now. In 2016, it About Wikipedia was expanded to Microsoft Windows PCs and Community portal macOS. Finally, iOS and Android are supported. Recent changes Similar functionality is provided on Nintendo's Wii Contact page U console, using the Off-TV Play function. This Developer(s) Sony Interactive Tools feature essentially allows compatible home Entertainment What links here console games to be played on the handheld. Initial release 2006; 13 years ago Related changes While seldom implemented on PS3, Remote Play Stable release(s) [±] Upload file is a mandatory feature on all PS4 games, except Special pages Windows 2.5 / October 2, 2017; 2 years [1] Permanent link for games that utilize peripherals such as PC ago Page information PlayStation Move. Android 2.5.0 -