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Covert Channels in Multiplayer First Person Shooter Online Games

机译:多人游戏第一人称射击游戏在线游戏的隐蔽频道

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Covert channels aim to hide the existence of communication between two or more parties. Such channels typically utilise pre-existing (overt) data transmissions to carry hidden messages. Internet-based covert channels often encode new information into unused (or loosely specified) IP packet header fields, or the time intervals between IP packet arrivals. We propose a novel covert channel embedded within the traffic of multiplayer, first person shooter online games. We encode covert bits as slight, yet continuous, variations of a player's character's movements. Movement information is propagated to all clients attached to a given game server, yet the channel remains covert so long as the variations are visually imperceptible to the human players. A modified version of Quake HI Arena is used to demonstrate our concept. We empirically analyse the covert channel's bit rate, and compare the statistical characteristics of unmodified game traffic with those of game traffic carrying covert information.
机译:隐蔽渠道旨在隐藏两个或更多缔约方之间的沟通存在。这种信道通常利用预先存在的(公知)数据传输来携带隐藏消息。基于Internet的隐蔽通道通常将新信息编码为未使用的(或松散指定)IP数据包标题字段,或IP数据包到达之间的时间间隔。我们提出了一种嵌入在多人射手在线游戏的多人游戏的交通中的新颖隐秘渠道。我们将隐蔽位编码为玩家角色运动的轻微但连续,变化。移动信息传播到附加到给定游戏服务器的所有客户端,然而,随着人类玩家的视觉难以察觉的变化,频道仍然覆盖。 Quake Hi Arena的修改版本用于展示我们的概念。我们经验分析了隐蔽通道的比特率,并比较了未经修改的游戏流量与携带封面信息的游戏流量的统计特征。

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