9935355
Security design in online games
The emergence of online games has fundamentally changed security requirements for computer games, which previously were largely concerned with copy protection. We examine how new security requirements impact the design of online games by using online bridge, a simple client-server game, as our case study. We argue that security is emerging as an inherent design issue for online games, after graphics and artificial intelligence, which have become important issues of the design of most games for decades. The most important new security concern in online game design is fairness enforcement, and most security mechanisms all contribute to a single objective, namely, making the play fair for each user.
206485325
Password memorability and security: empirical results
Users rarely choose passwords that are both hard to guess and easy to remember. To determine how to help users choose good passwords, the authors performed a controlled trial of the effects of giving users different kinds of advice. Some of their results challenge the established wisdom.
7957934
A systematic classification of cheating in online games
Cheating is rampant in current game play on the Internet. However, it is not as well understood as one might expect. In this paper, we summarize the various known methods of cheating, and we define a taxonomy of online game cheating with respect to the underlying vulnerability (what is exploited?), consequence (what type of failure can be achieved?) and the cheating principal (who is cheating?). This taxonomy provides a systematic introduction to the characteristics of cheats in online games and how they can arise. It is intended to be comprehensible and useful not only to security specialists, but also to game developers, operators and players who are less knowledgeable and experienced in security. One of our findings is that although cheating in online games is largely due to various security failures, the four traditional aspects of security -- confidentiality, integrity, availability and authenticity -- are insufficient to explain it. Instead, fairness becomes a vital additional aspect, and its enforcement provides a convincing perspective for understanding the role of security techniques in developing and operating online games.
14117241
Denial of Service: Another Example
Although denial of service attack has been becoming a fast-growing concern in security research, previous work focused on a type of classical denial of service caused by resource exhaustion. In this paper, a different type of network denial of service attack is discussed. Since traditional models and countermeasures are not applicable, we discuss solutions that can defend this non-classical service denial attack.
132181
A note on proactive password checking
Nowadays, proactive password checking algorithms are based on the philosophy of the dictionary attack, and they often fail to prevent some weak passwords with low entropy. In this paper, a new approach is proposed to deal with this new class of weak passwords by (roughly) measuring entropy. A simple example is given to exploit effective patterns to prevent low-entropy passwords as the first step of entropy-based proactive password checking.
4928164
A service workflow management framework based on peer-to-peer and agent technologies
Service workflow management which consolidates multiple services to achieve business goals has become a critical issue in service-oriented computing. Due to the unique feature of service workflows such as full distribution and high dynamicity, the contemporary workflow technology has exhibited inefficiency, vulnerability, inflexibility and lack of adaptability. Based upon the authors' previous work on peer-to-peer based workflow management and seamless integration of agents and Web services, this paper innovatively presents SwinDeW-A which is a decentralised service workflow management framework based on peer-to-peer and agent technologies. Based on this framework, this paper also discusses how autonomous service level agreement negotiation, decentralised process enactment, and autonomous process adaptation can be achieved. The proposed approach takes advantages of the peer-to-peer computing technology and the agent technology to provide more efficient, reliable, flexible and adaptive service workflow management.
4917474
Effective Visualisation of Workflow Enactment
Although most existing teamwork management systems support user-friendly interface to some extent, few of them have take into consideration of the special requirements of workflow visualisation. This paper realises the unique features of visualisation for run-time workflow, i.e., workflow enactment and execution. We present a detailed discussion of the emerging problems against the general aesthetic criteria for drawing the workflow layout. In order to support most essential workflow enactment facilities, the following three mechanisms are provided. Firstly, Sugiyama algorithm has been systematically incorporated into our prototype to create well structured workflow layout initially. Secondly, when the workflow process dynamically changes, we can adjust workflow layout by our force-scan algorithm to retain the mental maps created earlier among team members. Thirdly, we have also applied the technique of the fisheye view to offer a context focus mechanism for workflow users and to utilise the screen size more effectively. With these visualisation techniques, a better atmosphere may be facilitated for teamwork.
34419420
A Semantic Analyzer for Aiding Emotion Recognition in Chinese
36905463
Quasi-threshold Graphs
Abstract Quasi-threshold graphs are defined recursively by the following rules: 1. (1) K1 is a quasi-threshold graph, 2. (2) adding a new vertex adjacent to all vertices of a quasi-threshold graph results in a quasi-threshold graph, 3. (3) the disjoint union of two quasi-threshold graphs is a quasi-threshold graph. This paper gives some new equivalent definitions of a quasi-threshold graph. From them, linear time recognition algorithms follow. We also give linear time algorithms for the edge domination problem and the bandwidth problem in this class of graphs.
15557099
Enacting Business Processes in a Decentralised Environment with p2p-Based Workflow Support
Traditionally, workflow adopts a centralised client/server architecture to enact processes, which has exhibited many weaknesses. This paper combines concepts from workflow technology and peer-to-peer computing and presents an innovative approach to support decentralised process enactment. With this approach, both process instantiation and instance execution are carried out in a genuinely decentralised fashion, which reflects applications’ increasingly distributed nature better. In general, the process instance is created with relevant participants creating various task instances at different locations. In addition, instance execution is coordinated through direct communication among relevant workflow participants.