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A Threat Analysis of Virtual Reality for the Media Industry

机译:媒体行业虚拟现实的威胁分析

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This research paper proposes an initial threat analysis of Virtual Reality (VR) for the media industry. It focuses on the use of VR for media consumption or media-related applications. Pure gaming is not within its scope. Nevertheless, this study tackles although casual gaming applications related to movies or TV shows. After introducing a taxonomy of VR (360 VR, Theatrical VR, and Interactive VR) in the media industry, we determine all the assets that may need protection. Indeed, many more assets than the media content may require adequate protection. We describe some specific threats using the Attack Defense Tree (ADT) methodology. This threat analysis discloses a new attack coined Denial of Experience to induce cybersickness. — How should the industry prepare? We propose some priorities in the definition of a proper defense. As an example, the first recommendation is to build a risk aversion table. Some defenses may benefit from a coordinated, standardized approach.
机译:本文针对媒体行业提出了虚拟现实(VR)的初步威胁分析。它着重于将VR用于媒体消费或与媒体相关的应用程序。纯游戏不在其范围内。不过,尽管休闲游戏应用程序与电影或电视节目有关,但该研究仍能解决。在媒体行业引入VR分类法(360 VR,戏剧VR和交互式VR)后,我们确定了可能需要保护的所有资产。实际上,比媒体内容更多的资产可能需要足够的保护。我们使用攻击防御树(ADT)方法描述了一些特定的威胁。该威胁分析揭示了一种新的攻击,该攻击是“拒绝体验”的诱因,旨在诱发网络疾病。 —行业应如何准备?我们在定义适当防御时提出了一些优先事项。例如,第一个建议是构建风险规避表。某些防御措施可能会受益于协调一致的标准化方法。

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