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Re: [tor-talk] Games Without Frontiers: Investigating Video Games as a Covert Channel
Good question about the audio communication channel. For this work we only
considered communication through game moves. Our reasoning for avoiding
using voice/text communication channels were:
* it's been shown in the past that mimicking human voice traffic is very
very hard, we didn't want to fall into this trap.
* the amount of game chatter probably varies per game, and then we need to
start making per-game customizations regarding the amount of chatter we get
In general, it could help speed up the data rates significantly, but it's
likely to add the need for significant per-game customizations (we were
trying to achieve the opposite).
References were ordered alphabetically (default with my bib compiler). Good
catch with the *inspecting*, that needs to be removed -- error while
removing my comments from the source files.
On Fri, Mar 20, 2015 at 11:12 AM, Speak Freely <firstname.lastname@example.org>
> Interesting concept.
> Did you think about using in-game voice communications to speed up
> throughput? Taking the covert data and encoding it into an encrypted
> audio stream, and make it look like normal game chatter?
> Just a thought.
> Is there a reason for the references to be unordered?
> 16, 13, 20-22, 12, 9, 24, 26, 10, 18, 25, 15, 14, 11, 3, 1, 11, 5, 18,
> 25, 6, 14, 15, 11, 8, 17, 7, 11, 7, 2, 11, 4, 23, 19, 6
> Its kind of crazy.
> One quick find:
> "Custom Game Clients: A motivated adversary may also attempt to detect
> users of Castle by
> running their own game client. They may then join games in popular game
> lobbies and analyze
> maps and commands issued by players. *inspecting*"
> Everything before and after inspecting is missing.
> Kind regards,
> Speak Freely
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