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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Análise de tráfego de sistemas multijogadores online: um estudo de caso da Playstation Network (PSN)

OLIVEIRA, Brainner Souza 26 June 2017 (has links)
Submitted by Pedro Barros (pedro.silvabarros@ufpe.br) on 2018-09-14T20:39:49Z No. of bitstreams: 2 license_rdf: 811 bytes, checksum: e39d27027a6cc9cb039ad269a5db8e34 (MD5) DISSERTAÇÃO Brainner Souza Oliveira.pdf: 887057 bytes, checksum: 2cd8a96f37d861de604d22063076f476 (MD5) / Rejected by Alice Araujo (alice.caraujo@ufpe.br), reason: Pedro, por favor ajustar arquivo para o que está no banco. on 2018-09-20T21:25:59Z (GMT) / Submitted by Pedro Barros (pedro.silvabarros@ufpe.br) on 2018-09-20T21:45:13Z No. of bitstreams: 2 license_rdf: 811 bytes, checksum: e39d27027a6cc9cb039ad269a5db8e34 (MD5) DISSERTAÇÃO Brainner Souza Oliveira.pdf: 909999 bytes, checksum: ae65fbb366c464c3714ea71288a3dbdd (MD5) / Approved for entry into archive by Alice Araujo (alice.caraujo@ufpe.br) on 2018-09-21T21:12:01Z (GMT) No. of bitstreams: 2 license_rdf: 811 bytes, checksum: e39d27027a6cc9cb039ad269a5db8e34 (MD5) DISSERTAÇÃO Brainner Souza Oliveira.pdf: 909999 bytes, checksum: ae65fbb366c464c3714ea71288a3dbdd (MD5) / Made available in DSpace on 2018-09-21T21:12:01Z (GMT). No. of bitstreams: 2 license_rdf: 811 bytes, checksum: e39d27027a6cc9cb039ad269a5db8e34 (MD5) DISSERTAÇÃO Brainner Souza Oliveira.pdf: 909999 bytes, checksum: ae65fbb366c464c3714ea71288a3dbdd (MD5) Previous issue date: 2017-06-26 / O PlayStation®4 (PS4ᵀᴹ) é um console de videogame considerado da oitava e última geração, até o presente momento. Foi lançado no final de 2013 pela Sony e conta com mais de 50 milhões de unidades vendidas pelo mundo, sendo assim o console mais vendido de sua geração. Junto com o PS4, veio consolidado o serviço Playstation®Network (PSN), que teve seu início com Playstation®3. Trata-se de um serviço pago, o qual os usuários do PS4 devem assinar para poderem desfrutar dos conteúdos oferecidos e, principalmente, utilizar os jogos online. Até agora, nenhum estudo havia sido realizado sobre o desempenho na rede da PSN usando o Playstation 4. Este trabalho se propôs a preencher essa lacuna, para que usuários e provedores de acesso à internet (ISPs) possam entender como se comporta a maior rede online para jogos de console, e, também, para que se pudesse estudar o comportamento das diferentes tecnologias de acesso à rede da PSN presentes no IFPE – Campus Caruaru, como ADSL, fibra e rádio. As análises se deram a partir da captura dos dados gerados pelo tráfego na rede da PSN por três gêneros de jogos, via diferentes tecnologias de acesso à rede. Tais dados foram analisados através de métricas como taxa de vazão, volume do tráfego, tamanho de pacotes, delay e intercalação entre pacotes. Notou-se, por exemplo, que, para o gênero de jogo de tiro em primeira pessoa (FPS), os três tipos de tecnologias de acesso citados neste estudo necessitam que o provedor de acesso à internet disponha de, no mínimo, uma velocidade de 100kbps. Já para o gênero de esporte, os ISPs necessitam prover uma velocidade menor que a requerida pelo gênero FPS, com no mínimo 60kbps. No caso do gênero de luta, a velocidade chega a uma taxa bem maior: 235kbps. Com o auxílio desses e de outros resultados apresentados neste trabalho, pudemos ter uma visão do comportamento de cada tecnologia de acesso presente no IFPE - Campus Caruaru. Do mesmo modo, compreendemos como os provedores precisam se adaptar à realidade de determinados perfis de consumidores, como os gamers. / The PlayStation®4 (PS4 ᵀᴹ) is a videogame console considered from the eighth and last generation to the present. It was released in late 2013 by Sony and has more than 50 million units sold worldwide, making it the best selling console from this generation. Along with the PS4, has consolidated the services Playstation®Network (PSN), which had its beginning with Playstation®3. This is a paid service, which PS4 users must subscribe in order to enjoy the contents offered and, mainly, to use online games. So far, no study has been conducted on PSN’s network performance using the Playstation 4. This work has proposed filling this gap so that users and Internet Service Providers (ISPs) can understand how the largest online network behaves for console games, and also, to study the behavior of the different PSN network access technologies present in the IFPE - Campus Caruaru, such as ADSL, fiber and radio. The analyzes were based on the capture of the traffic generated data in the PSN network through three gaming genres via different network access technologies. These data were analyzed through metrics such as rate flow, traffic volume, packet size, delay and intercalation between packets. It was noted, for example, that for the first-person shooter’s (FPS) genre, the three types of access technologies cited in this study require that the ISP has, at least, 100kbps speed rate. As for the sport’s genre, ISPs need to provide a speed lower than that required by the FPS’s genre, with at least 60kbps. In the case of the fighting’s genre, the speed comes at a much higher rate: 235kbps. With the help of these and other results presented in this work, we could have a view of the behavior of each access technology present in IFPE - Caruaru Campus. In the same way, we understand how providers need to adapt to the reality of certain consumer profiles, such as gamers.
2

Ukradeno 77 milionů účtů služby PlayStation Network, týká se nás to?: analýza internetových diskuzí pod články týkajícími se tématu / 77 millions user accounts have been stolen, should we worry? Analysis of Internet discussions relevant to the topic

Gregor, Filip January 2013 (has links)
Diploma thesis 77 million PlayStation Network accounts stolen, does it affect us?: An analysis of Internet discussions revolving around this topic deals with the case of what so far seems to be the biggest case of user information leak on the Internet. The introduction outlines the history and development of PlayStation consoles and maps major attempts to jailbreak the last generation of the console by hackers. The following section presents PlayStation Network itself, whose users were at risk of the loss of their online identity because of the attack and chronologically describes the course of breach-related events including the subsequent theft of user data. It also focuses in detail on the case of GeoHot - a hacker whose dispute with Sony alienated fellow hacker community and initiated retaliatory activities which as a result led to loss of data. Another part of the thesis examines the issue of digital identity and its protection, gives an insight into the history of the formation of the hacker community and further explains the phenomenon of existence and perception of the term hacker in the context of the Internet. The final section is devoted to analysis of selected discussion posts under thematically relevant articles, analyzes them in terms of content relevance, information sentiment and...

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