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題名:結合近端通訊系統之線上遊戲帳號驗證機制
書刊名:資訊、科技與社會學報
作者:陳炳彰 引用關係吳權勳
作者(外文):Chen, Bing-changWu, Chiuan-shiun
出版日期:2013
卷期:21
頁次:頁35-47
主題關鍵詞:近端通訊線上遊戲雙因素驗證Near field communicationOnline GameTwo-factor authenticationNFC
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
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  • 共同引用共同引用:3
  • 點閱點閱:42
近年來,智慧型行動裝置發展快速,持有人口也逐年增加。科技的發展,相對提高了智慧型行動裝置的便利性,因此 SONY、Philips及 Nokia以非接觸式射頻識別( RFID)為基礎共同開發出近端通訊。近端通訊的特點為耗電量低、一次只和一台機器連結並且擁有較高的保密性與安全性,因此目前近端通訊的應用大都以門禁及付款為主。本研究以線上遊戲帳號為例,架構出一套以內建近端通訊功能的行動裝置結合 NFC Tag的雙因素驗證機制。 隨著線上遊戲的盛行,遊戲裡面的虛擬寶物也漸漸被賦予實體的價值,因此也衍生出很多盜取帳號或虛擬寶物的案件。目前許多遊戲公司也開始提供雙因素身分驗證的機制,雖然提供的機制能讓遊戲帳號多一層的保護,但使用者可能要付出額外的驗證器材費用或是使用不夠人性化的驗證方式。本研究將線上遊戲帳號結合 NFC手機及 NFC Tag,進行雙因素身分認證,使用者使用行動裝置靠近方便攜帶的 NFC Tag,經過驗證伺服器驗證後,再輸入遊戲帳號密碼,即可立即登入遊戲。
With technology development, the number of users of smart mobile devices has also grown steadily in recent years. This is mainly due to the convenience offered by smart mobile devices. Based on the wireless non-contact Radio-Frequency Identification (RFID) technology, SONY, Philips, and Nokia jointly developed the Near-Field Communication (NFC) technology. NFC, characterized by lower power consumption, connectivity with one device at a time, and higher confidentiality and security, is mainly used in door access and payment applications. This study used online game and Telecom Based Micropayment as examples to develop a two-factor authentication mechanism for mobile devices built with NFC functionality. With the increasing popularity of online games, virtual goods in the games have gradually been given a value like physical goods. Many problems such as account fraud and thievery of virtual goods have therefore derived. In the present, many gaming companies have used two-factor authentication of user identity. Although such mechanism offers additional protection of user accounts, the verification is not user-friendly enough, and extra cost of the verification device may be incurred. This study proposed to integrate online gaming accounts and NFC tags for two-factor authentication. Users only need to use their mobile device built with an NFC sensor to communicate with portable NFC tags for server authentication. Later, they can input their account and password to log into the game.
期刊論文
1.陳志誠、柯巧心、陳巧珮(20101200)。線上遊戲犯罪模式分析之實證研究。資訊、科技與社會學報,10(2)=18,25-50。new window  延伸查詢new window
2.Curran, Kevin、Millar, Amanda、Garvey, ConorMc(2012)。Near Field Communication。International Journal of Electrical and Computer Engineering,2(3),371-382。  new window
會議論文
1.Pasquet M.、Reynaud, J.、Rosenberger, C.(2008)。Secure payment with NFC mobile phone in the SmartTouch project。International Symposium on Collaborative Technologies and Systems Collaborative Technologies and Systems。United States。121-126。  new window
2.Ghosal, P.、Biswas, M.、Biswas, M.(2010)。A Compact FPGA Implementation of Triple-DES Encryption System with IP Core Generation and On-Chip Verification。International Conference on Industrial Engineering and Operations Management。  new window
3.Haselsteiner, E.、BreitfuB, K.(2006)。Security in near field communication (NFC)。Workshop on RFID Security RFIDSec。  new window
4.Massoth, M.、Bingel, T.(2009)。Performance of different mobile payment service concepts compared with a NFC-based solution。Fourth International Conference on Internet and Web Applications and Services,205-210。  new window
5.Ondrus, J.、Pigneur, Y.(2007)。An assessment of NFC future mobile payment systems。International Conference on the Management of Mobile Business,43-49。  new window
6.Paills, J. C.、Gaber, C.、Alimi, V.、Pasquet, M.(2010)。Payment and privacy: A key for the development of NFC mobile。International Symposium on Collaborative Technologies and Systems,378-385。  new window
學位論文
1.王建森(2012)。近端通訊之行動付費系統應用於智慧型行動裝置(碩士論文)。朝陽科技大學。  延伸查詢new window
2.李武昌(2007)。植基於開放源碼軟體之雙因素認證系統之研究(碩士論文)。靜宜大學。  延伸查詢new window
3.辜志雄(2012)。以整合性科技接受模式探討線上遊戲玩家對廠商提供之身分驗證機制滿意度之探討(碩士論文)。大同大學。  延伸查詢new window
4.張智程(2010)。使用NFC手機建置校園應用資訊系統(碩士論文)。國立暨南國際大學。  延伸查詢new window
圖書
1.內政部警政署(20121114)。警政統計通報。  延伸查詢new window
2.Forouzan, Behrouz A.、李南逸、王智弘、林峻立、張智超、溫翔安、葉禾田(2008)。網路安全與密碼學概論。台北:美商麥格羅.希爾。  延伸查詢new window
其他
1.周樹林(2012)。數位遊戲產業發展趨勢。  延伸查詢new window
2.楊久瑩(20120224)。春節消費爭議線上遊戲居首位。  延伸查詢new window
 
 
 
 
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