• Title/Summary/Keyword: Virtual Money

Search Result 65, Processing Time 0.023 seconds

Detecting gold-farmers' group in MMORPG by analyzing connection pattern (연결패턴 정보 분석을 통한 온라인 게임 내 불량사용자 그룹 탐지에 관한 연구)

  • Seo, Dong-Nam;Woo, Ji-Young;Woo, Kyung-Moon;Kim, Chong-Kwon;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.22 no.3
    • /
    • pp.585-600
    • /
    • 2012
  • Security issues in online games are increasing as the online game industry grows. Real money trading (RMT) by online game users has become a security issue in several countries including Korea because RMT is related to criminal activities such as money laundering or tax evasion. RMT-related activities are done by professional work forces, namely gold-farmers, and many of them employ the automated program, bot, to gain cyber asset in a quick and efficient way. Online game companies try to prevent the activities of gold-farmers using game bots detection algorithm and block their accounts or IP addresses. However, game bot detection algorithm can detect a part of gold-farmer's network and IP address blocking also can be detoured easily by using the virtual private server or IP spoofing. In this paper, we propose a method to detect gold-farmer groups by analyzing their connection patterns to the online game servers, particularly information on their routing and source locations. We verified that the proposed method can reveal gold-farmers' group effectively by analyzing real data from the famous MMORPG.

Design and Implementation of Virtual Reality Prototype Crane Training System using Unity 3D (Unity 3D를 이용한 가상현실 프로토타입 크레인 훈련 시스템 설계 및 구현)

  • Heo, Seok-Yeol;Kim, Geon-Young;Choi, Jung-Bin;Park, Ji-Woo;Jeon, Min-Ji;Lee, Wan-Jik
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.569-575
    • /
    • 2022
  • It is most desirable to build a crane training program in the same evvironment as the actual port, but it has problem such as time constraint and cost. To overcome these limitations, next-generation training programs based on AR/VR are receiving a lot of attention. In this paper, a prototype of a harbor crane training system based on virtual reality was designed and implemented. The system implemented in this paper consists of two elements: an Arduino-based IoT terminal and an HMD equipped with a Unity application program. The IoT terminal consists of 2 controllers, 2 toggle switches, and 8 button switches to process data generated according to the user's operation. The HMD uses Oculus Quest2 and is connected to the IoT terminal through wireless communication to provide user convenience. The training system implemented in this paper is expected to provide trainees with a training environment independent of time and place through virtual reality and to save time and money.

Tracking of cryptocurrency moved through blockchain Bridge (블록체인 브릿지를 통해 이동한 가상자산의 추적 및 검증)

  • Donghyun Ha;Taeshik Shon
    • Journal of Platform Technology
    • /
    • v.11 no.3
    • /
    • pp.32-44
    • /
    • 2023
  • A blockchain bridge (hereinafter referred to as "bridge") is a service that enables the transfer of assets between blockchains. A bridge accepts virtual assets from users and delivers the same virtual assets to users on other blockchains. Users use bridges because they cannot transfer assets to other blockchains in the usual way because each blockchain environment is independent. Therefore, the movement of assets through bridges is not traceable in the usual way. If a malicious actor moves funds through a bridge, existing asset tracking tools are limited in their ability to trace it. Therefore, this paper proposes a method to obtain information on bridge usage by identifying the structure of the bridge and analyzing the event logs of bridge requests. First, to understand the structure of bridges, we analyzed bridges operating on Ethereum Virtual Machine(EVM) based blockchains. Based on the analysis, we applied the method to arbitrary bridge events. Furthermore, we created an automated tool that continuously collects and stores bridge usage information so that it can be used for actual tracking. We also validated the automated tool and tracking method based on an asset transfer scenario. By extracting the usage information through the tool after using the bridge, we were able to check important information for tracking, such as the sending blockchain, the receiving blockchain, the receiving wallet address, and the type and quantity of tokens transferred. This showed that it is possible to overcome the limitations of tracking asset movements using blockchain bridges.

  • PDF

Procedural Quest Generation by NPC in MMORPG (MMORPG에서 NPC중심의 절차적 퀘스트 생성)

  • Jeong, Bo-Gyun;Cho, Sung Hyun;Kang, Shin Jin
    • Journal of Korea Game Society
    • /
    • v.14 no.1
    • /
    • pp.19-28
    • /
    • 2014
  • This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.

Tearing Test for Automotive Vibroisolating Rubber and Formulation of Tearing Energy (자동차용 방진고무의 찢김시험 및 찢김에너지 정식화)

  • Moon, Hyung-Il;Kim, Heon Young;Kim, Min Gun;Kim, Ho
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.36 no.12
    • /
    • pp.1669-1674
    • /
    • 2012
  • A commonly analytical estimation of fatigue life on rubber components is using fatigue life equation based on various fatigue test results. However, such method has very restricted applicability in actual designing processes because performing fatigue tests requires a lot of time and money. In addition, non-standard rubber materials and their randomness make it hard to make databases. In this paper, the other fatigue life estimation method using tearing energy was suggested. We performed static and dynamic tearing test about automotive vibration rubber materials and a finite element formulation using a virtual crack to calculate the tearing energy of rubber components with complicated shapes. To using the suggested method, fatigue life of an automotive motor mount has been estimated and verified the reliability of this method by using comparison between the estimated values and the actual fatigue life.

VPN technology analysis: How to protect against network attacks in a Linux environment (리눅스 서버 환경에서 네트워크 침해 대비를 위한 VPN 기술 분석)

  • Lee, Jae-Ung;Jung, Sung-Jae;Bae, Yu-Mi;Lee, Kwang-Yong;Jang, Rae-Young;Soh, Woo-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.326-328
    • /
    • 2016
  • While hackers in early days intended to disable and devastate the system, these days people hack and attack the network in order to steal customer's private information from the big corporate, which changes the nature of the crime to cyber attack for money, eventually causing a lot of damages. One of the most efficient ways to protect this kind of network attack is VPN, referring to Virtual Private Network. VPN is a private networking technology that makes the public network available for only those who are concerned. This paper will suggest the VPN technology that can be applied to Linux server and related protocols and figure the applicable VPN out.

  • PDF

TRACKING LIFT-PATHS OF A ROBOTIC TOWERCRANE WITH ENCODER SENSORS

  • Suyeul Park;Ghang, Lee;Joonbeom cho;Sungil Hham;Ahram Han;Taekwan Lee
    • International conference on construction engineering and project management
    • /
    • 2009.05a
    • /
    • pp.250-256
    • /
    • 2009
  • This paper presents a robotic tower-crane system using encoder and gyroscope sensors as path tracking devices. Tower crane work is often associated with falling accidents and industrial disasters. Such problems often incur a loss of time and money for the contractor. For this reason, many studies have been done on an automatic tower crane. As a part of 5-year 23-million-dollar research project in Korea, we are developing a robotic tower crane which aims to improve the safety level and productivity. We selected a luffing tower crane, which is commonly used in urban construction projects today, as a platform for the robotic tower crane system. This system comprises two modules: the automated path planning module and the path tracking module. The automated path planning system uses the 3D Cartesian coordinates. When the robotic tower crane lifts construction material, the algorithm creates a line, which represents a lifting path, in virtual space. This algorithm seeks and generates the best route to lift construction material while avoiding known obstacles from real construction site. The path tracking system detects the location of a lifted material in terms of the 3D coordinate values using various types of sensors including adopts encoder and gyroscope sensors. We are testing various sensors as a candidate for the path tracking device. This specific study focuses on how to employ encoder and gyroscope sensors in the robotic crane These sensors measure a movement and rotary motion of the robotic tower crane. Finally, the movement of the robotic tower crane is displayed in a virtual space that synthesizes the data from two modules: the automatically planned path and the tracked paths. We are currently field-testing the feasibility of the proposed system using an actual tower crane. In the next step, the robotic tower crane will be applied to actual construction sites with a following analysis of the crane's productivity in order to ascertain its economic efficiency.

  • PDF

Evaluating the Usability of Size Comparison UI for Online Clothing Shopping Malls

  • Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.4
    • /
    • pp.61-70
    • /
    • 2020
  • As mobile device usage time increases thanks to the development of information and communication alongside the increase in the spread of smartphones, mobile shopping has become a common trend. While mobile shopping has the advantage of saving both time and money, it may also result in dissatisfaction with product differences after purchase. For online clothing shopping malls, in particular, if the size does not match after purchase, it is difficult for customers to return or exchange the goods. To address this problem, some mobile apparel shipping malls offer a virtual fitting service and a size comparison function; however, the number of such malls remains low. In this paper, a usability evaluation was performed on a mobile apparel shopping mall that provides a size comparison function. The three apps selected for evaluation have different size input methods, and a slightly different method of providing results after comparing the user's dimensions with the dimensions of the clothes to be purchased. In this paper, the evaluators were asked to select clothes at the shopping mall and perform the task of deciding the size of the clothes to be purchased through their own measurements and comparison while also evaluating the effectiveness, meaning, and satisfaction of the apps. Based on the analysis of the results, this paper aims to produce an improvement plan and help design the size comparison UI (User Interface) in the future.

A Design and Implementation of a Network-type Electronic Payment System Optimized for Digital Goods (디지털 상품 거래를 위한 네트워크형 전자결재 시스템 설계 및 구현)

  • Han Jae-Kyun;Han Seung-Jo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.8 no.7
    • /
    • pp.1537-1545
    • /
    • 2004
  • As the Internet continues to transform the commerce, the method of payment is one of critical components to conduct successful business across the internet. An electronic cash has all characteristics of traditional commodity cash and ensures security for all transactions. Accordingly an internet billing system based electronic cash is expected as the secure and efficient payment method in future electronic commerce. Digital Contents such as digital goods and services have the special characteristic that both the delivery of the goods and the transfer of money ran be accomplished on the same network. This allows the optimizations in the design of an electronic commerce system. In this paper, we propose an electronic payment protocol which is especially designed to purchase digital contents through internet. The proposed protocol guarantees anonymity by using a virtual ID, and minimizes payment processing steps.

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
    • /
    • v.61 no.3
    • /
    • pp.475-492
    • /
    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.