616 research outputs found

    Digital Sovereignty Strategies for Every Nation

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    Digital Sovereignty must be on the agenda of every modern nation. Digital technology is becoming part of our life details, from the vital essentials, like food and water management, to transcendence in the Metaverse and Space. Protecting these digital assets will, therefore, be inevitable for a modern country to live, excel and lead. Digital Sovereignty is a strategic necessity to protect these digital assets from the monopoly of friendly rational states, and the threats of unfriendly Malicious states and behaviors. In this work, we revisit the definition and scope of digital sovereignty through extending it to cover the entire value chain of using, owning, and producing digital assets. We emphasize the importance of protecting the operational resources, both raw materials and human expertise, in addition to research and innovation necessary to achieve sustainable sovereignty. We also show that digital sovereignty by autonomy is often impossible, and by mutual cooperation is not always sustainable. To this end, we propose implementing digital sovereignty using Nash Equilibrium, often studied in Game Theory, to govern the relation with Rational states. Finally, we propose a digital sovereignty agenda for different country's digital profiles, based on their status quo, priorities, and capabilities. We survey state-of-the-art digital technology that is useful to make the current digital assets sovereign. Additionally, we propose a roadmap that aims to develop a sovereign digital nation, as close as possible to autonomy. Finally, we draw attention to the need of more research to better understand and implement digital sovereignty from different perspectives: technological, economic, and geopolitical

    Government Regulation of Online Game Addiction

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    While the Internet has changed the world with online knowledge, communication, and collaboration, it has also introduced online addiction. Online game addiction can be severe with tragic outcomes. Most governments and organizations are yet to recognize the severity of online game addiction and the need for intervention. We briefly review the literature on online game addiction. We also summarize the limited attempts of governments to develop regulations aimed at preventing online game addiction. Special attention is paid to China and its efforts to reduce the number of hours that young people can play online. We present evidence suggesting that online game addiction is an issue that should be considered by governments everywhere and that information systems researchers can play an important role in analyzing the impacts of government regulation of online addiction and shaping regulation improvements

    Network security isn\u27t all fun and games: an analysis of information transmitted whilst playing Team Fortress 2

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    In the world of online gaming, information is exchanged as a matter of course. What information is exchanged behind the scenes is something that is not obvious to the casual user. People who play these games trust that the applications they are using are securely written and in this case, communicate securely. This paper looks at the traffic that is transmitted by the game Team Fortress 2 and incidentally the supporting authentication traffic of the Steam network. It was discovered through packet analysis that there is quite a lot of information which should be kept private being broadcast in the clear. Information discovered as a result of traffic capture and analysis included users IDs, and of greater concern, the remote console password. While this information may seem trivial, discovery of such information may lead to compromise of the game server, leaving it open to be controlled by someone with malicious intent

    Network security isn\u27t all fun and games: An analysis of information transmitted whileplaying Team Fortress 2

    Get PDF
    In the world of online gaming, information is exchanged as a matter of course. What information is exchanged behind the scenes is something that is not obvious to the casual user. People who play these games trust that the applications they are using are securely written and in this case, communicate securely. This paper looks at the traffic that is transmitted by the game Team Fortress 2 and incidentally the supporting authentication traffic of the Steam network. It was discovered through packet analysis that there is quite a lot of information which should be kept private being broadcast in the clear. Information discovered as a result of traffic capture and analysis included users IDs, and of greater concern, the remote console password. While this information may seem trivial, discovery of such information may lead to compromise of the game server, leaving it open to be controlled by someone with malicious intent

    Full Autumn 2010 Issue

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    Questions au sujet de la cybercriminalité, le crime comme moyen de contrôle du cyberespace commercial

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    Cet article a pour but de clarifier la notion de cybercrime et de la situer dans un cadre criminologique où elle pourrait être utile à la compréhension du processus d’incrimination de nouvelles conduites et de l’organisation de la réponse organisationnelle et individuelle à la criminalité. En limitant la catégorie de cybercriminalité aux conduites faisant appel aux réseaux informatiques, des questions intéressantes sont soulevées au sujet du concept d’opportunité criminelle, de dommage, de victimisation, etc.This paper analyses the notion of “cybercrime” from a criminological point of view and proposes a number of ways in which it can be useful in the study of criminalisation and the organisation of official, organisational and individual responses. “Cybercrime” is defined as the use of computer networks in activities defined as criminal. This definition raises new questions regarding opportunity, harm, victimisation and other related concepts

    Summer 2005 Full issue

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    The Evolution of Financial Instruments and the Legal Protection Against Counterfeiting: A Look at Coin, Paper, and Virtual Currencies

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    This essay discusses the requirements for the long-term acceptance of virtual currency as a financial medium of exchange by examination of fundamental criteria associated with the historical development of common tender and selected virtual currencies. The relatively recent appearance of Internet-based transactions have necessitated developing virtual forms of payment such as virtual currencies. According to the Financial Crimes Enforcement Network (“FinCEN”) of the United States Treasury,5 virtual currencies are subject to regulation if that virtual currency has a substitutive purpose for facilitating the exchange of goods and services. Although governments can place stipulations on currencies, users of common tender, including virtual currencies, expect at least three basic privileges for a virtual currency to evolve from conception to realization. First, a virtual currency must be considered intangible personal property similar to trademarks, copyrights, and patents. Second, ownership disputes must be subject to a system such as a judicial proceeding or binding arbitration to resolve property as well as interest conflicts. Finally, a virtual currency must be subject to similar regulation as other financial instruments (e.g., legal tender, scrip, and credit cards) used in facilitating transactions. One of the most common and critical aspects of safeguarding currency is protection against illegitimate representations of assets—that is, primarily against counterfeiting. We discuss the regulatory authority and/or lack of authority, of the sovereign States of the United States to regulate the counterfeiting of financial instruments used as currency, including virtual currency. Moreover, federal and foreign (non-U.S.) currencies are explicitly examined, but some virtual currencies are not regulated or authorized specifically by any government. Can a currency without formal codification from a government be regulated by a sovereign State? As financial transactions have shifted historically from various governments’ legal tender to combinations of government and private issuances and from the hard currency of coins and paper to electronic transactions, many States’ counterfeiting statutes are unclear or fail to consider that technological changes can impact legal and common tender. The rise of transactions facilitated by virtual currencies and regulations protecting states from virtual counterfeiting is examined and discussed

    DRONE DELIVERY OF CBNRECy – DEW WEAPONS Emerging Threats of Mini-Weapons of Mass Destruction and Disruption (WMDD)

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    Drone Delivery of CBNRECy – DEW Weapons: Emerging Threats of Mini-Weapons of Mass Destruction and Disruption (WMDD) is our sixth textbook in a series covering the world of UASs and UUVs. Our textbook takes on a whole new purview for UAS / CUAS/ UUV (drones) – how they can be used to deploy Weapons of Mass Destruction and Deception against CBRNE and civilian targets of opportunity. We are concerned with the future use of these inexpensive devices and their availability to maleficent actors. Our work suggests that UASs in air and underwater UUVs will be the future of military and civilian terrorist operations. UAS / UUVs can deliver a huge punch for a low investment and minimize human casualties.https://newprairiepress.org/ebooks/1046/thumbnail.jp
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