• Title/Summary/Keyword: Online Identity

Search Result 212, Processing Time 0.028 seconds

Online Game Identity Theft Detection Model based on Hacker's Behavior Analysis (온라인게임 계정도용 탐지모델에 관한 연구)

  • Choi, Hwa-Jae;Woo, Ji-Young;Kim, Huy-Kang
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.81-93
    • /
    • 2011
  • Identity theft happens frequently in popular MMORPG(Massively Multi-player Online Role Playing Games) where profits can be gained easily. In spite of the importance of security about identity theft in MMORPG, few methods to prevent and detect identity theft in online games have been proposed. In this study, we investigate real identity theft cases of an online game and define the representative patterns of identity theft as the speedy type, cautious type, and bold type. We then propose the automatic identity theft detection model based on the multi-class classification. We verify the system with one of the leading online games in Korea. The multi-class detection model outperforms the existing binary-class one(hacked or not).

A Research on the Use of DID Using a Private Blockchain (프라이빗 블록체인을 사용한 DID 활용 연구)

  • Park, Jong-Gyu;Kwon, Seong-Geun;Kwon, Ki-Ryong;Lee, Suk-Hwan
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.6
    • /
    • pp.760-767
    • /
    • 2021
  • The identity verification is one of the most important technologies in online services. Many services in society are provided online, and the service is provided after confirming the user's identity. Users can do a lot of things online, but they also have side effects. Online digital information is easily manipulated and it is difficult to verify its authenticity, causing social confusion. Accordingly, there has been a movement for individuals to directly manage their identity information using DID. In this paper, we propose a system that can authenticate identity by directly adding own personal information and issuing an identifier using DID technology based on a private blockchain. Then, to verify the proposed system, the scenario is executed and verified.

A Study on the Quantified Point System for Designation of Personal Identity Proofing Service Provider based on Resident Registration Number

  • Kim, JongBae
    • International journal of advanced smart convergence
    • /
    • v.11 no.4
    • /
    • pp.20-27
    • /
    • 2022
  • In this paper, we propose to improve the designation examination criteria of agencies that provide personal identity proofing based on the resident registration number (RRN), a 13-digit number uniquely assigned by the government to identify Korean citizens. In online commerce, etc., the personal identity proofing agency (PIPA) is a place where online users can prove their personal identity by presenting an alternative means instead of their RRN. The designation examination criteria for PIPAs established in 2012 is a revision of the relevant current laws, and there is a problem in applying the designation examination for alternative means of RRN as the current examination standard. Therefore, in this paper, we propose a method to make the current examination criteria applicable to the newly designated examination of the personal identity proofing service provider based on the current RRN alternative method. According to the current designation examination criteria, only those who satisfy all the examination criteria are designated as the PIPA. However, in reality, it is not in line with the purpose of regulatory reform to require that all examination criteria be satisfied. In the proposed method, it is proposed to apply the standard score system for designation of PIPAs, to make the law current, to secure legal compliance, and to establish a new examination standard to provide a new alternative means of personal identity proofing service. By applying the proposed method to the PIPA designation examination, various alternative means of RRN can be utilized in the online commerce service market.

Improvement of Digital Identify Proofing Service through Trend Analysis of Online Personal Identification

  • JongBae Kim
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.4
    • /
    • pp.1-8
    • /
    • 2023
  • This paper analyzes the trends of identification proofing services(PIPSs) to identify and authenticate users online and proposes a method to improve PIPS based on alternative means of resident registration numbers in Korea. Digital identity proofing services play an important role in modern society, but there are some problems. Since they handle sensitive personal information, there is a risk of information leakage, hacking, or inappropriate access. Additionally, online service providers may incur additional costs by applying different PIPSs, which results in online service users bearing the costs. In particular, in these days of globalization, different PIPSs are being used in various countries, which can cause difficulties in international activities due to lack of global consistency. Overseas online PIPSs include expansion of biometric authentication, increase in mobile identity proofing, and distributed identity proofing using blockchain. This paper analyzes the trend of PIPSs that prove themselves when identifying users of online services in non-face-to-face overseas situations, and proposes improvements by comparing them with alternative means of Korean resident registration numbers. Through the proposed method, it will be possible to strengthen the safety of Korea's PIPS and expand the provision of more reliable identification services.

An Effects of Network Externalities for Knowledge Sharing Intention in Social Networking Sites: Social Capital and Online Identity Perspective (소셜 네트워킹 사이트에서 네트워크 외부성이 지식공유 의도에 미치는 영향: 사회적 자본과 온라인 정체성 관점)

  • Lee, Jungmin;Chung, Namho
    • Knowledge Management Research
    • /
    • v.13 no.3
    • /
    • pp.1-16
    • /
    • 2012
  • Nowadays, many first-time Internet users start off heavily using SNSs (Social Network Sites), such as Cyworld, Facebook, and Twitter. The reason for the growth of SNS use is closely related to the various services of gaming, playing, using entertainment items, sharing knowledge etc., provided by the SNS; technically, the most important of the services provided would be the behavior of sharing knowledge among people connected and networked in the site. In sum, we assume that the users may communicate well with each other and pay attention to building a close social network using the abovementioned activities. However, researchers have just begun to focus on the issues explaining why Internet users rush into SNSs and enjoy their time there. Therefore, we investigated the reasons for posting and sharing knowledge voluntarily on the SNS and how others respond to the posted knowledge and are actually affected by the behavior. We applied social identity theory and social capital theory in this study to find which network externalities in SNSs may affect online identity-based attachment and cause them to produce a knowledge sharing generation. We found that people's online identity in SNSs is closely related to and influences knowledge sharing. This empirical study resulted in the importance of social relations in SNSs, which leads to sharing knowledge.

  • PDF

Impact of Economic Value in the O2O Distribution Channel on Brand Attractiveness and Performance

  • Seok-Beom, CHOI;Hye-Young, JOO;Hokey, MIN;Qaiser Farooq, DAR;Young-Hyo, AHN
    • Journal of Distribution Science
    • /
    • v.21 no.2
    • /
    • pp.7-20
    • /
    • 2023
  • Purpose: With the unique feature of O2O, consumers are now able to check the profile of the services and products online and then consume them in offline venues or vice versa. This study provides motivation and practical implications about online-to-offline (O2O) distribution channels and investigates the relationship between economic values, service consistency and brand identity attractiveness in the O2O distribution channel. Then identify the impact of brand identity attractiveness on the performance (reputation and reuse intention). Research design, data, and methodology: Structural equation modeling (SEM) has been used to investigate the relationship between economic value and brand identity attractiveness, which affects the reputation and reuse intention of services in O2O. Results: Empirical results show the positive and significant impact of economic value and service consistency on brand identity attractiveness which results the positive and significant impact on performance (reputation and reuse intention) in O2O. Conclusion: In the O2O distribution channel, economic value is an important aspect for the attractive image and brand identity. On the other side, brand identity attractiveness is important for the bright future of O2O services, continuous growth, achieving the distinct goal, keeping good promises with customers, and a better reputation of O2O services in distribution channels.

The Influence of Self-discrepancy in Virtual and Cross Worlds on Individuals' Activities in Online Communities (가상세계 및 공간간의 자기차이가 온라인 커뮤니티 활동에 미치는 영향에 관한 연구)

  • Lee, Ju-Min;Shin, Kyung-Shik;Suh, A-Young
    • The Journal of Society for e-Business Studies
    • /
    • v.16 no.3
    • /
    • pp.23-45
    • /
    • 2011
  • People could possess different self-identity under virtual world from physical world because of anonymity of the virtual world and this difference could influence their behavior in the virtual world. Based on self-discrepancy theory, this research proposes that continuous use model in self-expression goal. We defined the difference bet ween actual self~identity and ideal self~identity in the virtual world as "self-discrepancy in virtual world", and the difference between actual self-identity in the physical world and actual self-identity in the virtual world as "cross-world self-discrepancy". Before testing hypothesis, we compare the actual self-identity in the online community with the actual self-identity in the physical world, and with ideal self-identity in the virtual world. We derived an index for two different types of self-identity in terms of Personal Self-identity and Social Self-identity through factor analysis. Our results show that online community members have a higher level of ideal self-identity than actual self-identity in online community, and they have better personal self-identity in online community than physical world while a lower level of social self-identity in online community than physical world. The results of the hypothesis testing analysis based on 300 respondents showed that "self-discrepancy in virtual world" negatively influenced perceived usefulness for self-expression while "cross-world self-discrepancy" positively influenced perceived usefulness for self-expression. The perceived usefulness for self-expression and ease of use positively influence both continuous use and knowledge contribution. Specially, the effect of perceived usefulness for self-expression on knowledge contribution is much bigger than the effect of ease of use. This study extends self-discrepancy theory to virtual worlds by suggesting various types of self-discrepancy and by applying the effect of self-discrepancies in online community. Also, this study extends technology acceptance model in the personal goal in terms of self-expression. This study hopes to offer practical insights by suggesting positive effect of self-discrepancy on behavior in the online community.

Digital Identity Trend for Digital Trust Society (디지털 신뢰 사회 실현을 위한 디지털 아이덴티티 동향)

  • Kwon, D.S.;Lee, H.;Park, J.D.
    • Electronics and Telecommunications Trends
    • /
    • v.34 no.3
    • /
    • pp.114-124
    • /
    • 2019
  • The Internet was designed for machines, not humans, and hence, nobody owns a digital identity. Instead, a digital identity is rented from a website and an application. This lack of unique and secure digital identities has resulted in confusion in the online/cyber world. Digital identities pose one of the oldest and most difficult problems with regard to the Internet. There is still no way to use digital credentials to prove, own, and control an online identity, namely a self-sovereign identity, in the same manner we do in the offline world, particularly without a trusted third party. This article discusses the current open standards for digital identities, proposes solutions pertaining to digital identities in the future, and introduces the concept of a blockchain-based self-sovereign digital identity without the need of trusted third parties.

An analysis of correlations of users' attitudes toward avatars and identity play (identity play와 플레이어 태도에 관한 상관 연구)

  • Paik, Paul Chul-Ho
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.199-208
    • /
    • 2017
  • Since the study by Turkle(1995), the concept of identity play in MMORPGs has been employed primarily to explain the reflection of users' identity in the avatar creation process in online games. This study attempts to conceptualize the identity play of the design process in which the user uses the avatar customizing system to create an avatar in the virtual world. This research verified the model of identity play through players' avatars, a model of the components of identity play constructed. The aims of this study pursued through an analysis of correlations of users' attitudes toward avatars. This study performed structural equation modeling to verify hypotheses about the variables that affect online identity play.

A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.51-60
    • /
    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.