It’s mentioned here:
Mr. Doerr said he had been wearing the glasses and uses them especially for taking pictures and looking up words while playing Scattergories with his family, though it is questionable whether that follows the game’s rules.
Questionable? Questionable? It’s just like using a computer’s dictionary while playing Scrabble, or a computer odds program while playing poker, or a computer chess program while playing an in-person game. There’s no question at all — it’s cheating.
We’re seeing the birth of a new epithet, “glasshole.”
Posted on April 15, 2013 at 4:29 AM •
Steganographic information is embedded in World of Warcraft screen shots.
Posted on September 13, 2012 at 6:15 AM •
I suppose this sort of thing might be useful someday.
In Second Life, avatars are easily identified by their username, meaning police can just ask San Francisco-based Linden Labs, which runs the virtual world, to look up a particular user. But what happens when virtual worlds start running on peer-to-peer networks, leaving no central authority to appeal to? Then there would be no way of linking an avatar username to a human user.
Yampolskiy and colleagues have developed facial recognition techniques specifically tailored to avatars, since current algorithms only work on humans. “Not all avatars are human looking, and even with those that are humanoid there is a huge diversity of colour,” Yampolskiy says, so his software uses those colours to improve avatar recognition.
Posted on May 4, 2012 at 6:31 AM •
Two items on hacking lotteries. The first is about someone who figured out how to spot winner in a scratch-off tic-tac-toe style game, and a daily draw style game where expcted payout can exceed the ticket price. The second is about someone who has won the lottery four times, with speculation that she had advance knowledge of where and when certain jackpot-winning scratch-off tickets would be sold.
EDITED TO ADD (8/13): The Boston Globe has a on how to make money on Massachusetts’ Cash WinFall.
Posted on August 4, 2011 at 7:36 AM •
This is a really weird story:
After setting up its own cyber-warfare team, China’s military has now developed its first online war game aimed at improving combat skills and battle awareness, state press said Wednesday.
“Glorious Mission” is a first-person shooter game that sends players on solo or team missions armed with high-tech weapons, the China Daily reported.
How is this different from any of the dozens of other first-person shooter games with realistic weapons?
And does “training” on these games really translate into the real world?
EDITED TO ADD (7/13): The original story by China Daily is more detailed and easier to follow.
Posted on June 30, 2011 at 8:15 AM •
These are what I get for giving interviews when I’m in a bad mood. For the record, I think Sony did a terrible job with its customers’ security. I also think that most companies do a terrible job with customers’ security, simply because there isn’t a financial incentive to do better. And that most of us are pretty secure, despite that.
One of my biggest complaints with these stories is how little actual information we have. We often don’t know if any data was actually stolen, only that hackers had access to it. We rarely know how the data was accessed: what sort of vulnerability was used by the hackers. We rarely know the motivations of the hackers: were they criminals, spies, kids, or someone else? We rarely know if the data is actually used for any nefarious purposes; it’s generally impossible to connect a data breach with a corresponding fraud incident. Given all of that, it’s impossible to say anything useful or definitive about the attack. But the press always wants definitive statements.
Posted on May 13, 2011 at 11:29 AM •
A programmer installed malware into the Whack-a-Mole arcade game as a form of job security.
It didn’t work.
Posted on March 9, 2011 at 6:38 AM •
Sony used an ECDSA signature scheme to protect the PS3. Trouble is, they didn’t pay sufficient attention to their random number generator.
EDITED TO ADD (1/13): More info.
Posted on January 6, 2011 at 5:52 AM •
James Fallows and I are being interviewed in Second Life tonight, 9:00 PM Eastern Time.
EDITED TO ADD (3/27): Interview is here.
Posted on March 25, 2010 at 4:48 PM •
If you allow players in an online world to penalize each other, you open the door to extortion:
One of the features that supported user socialization in the game was the ability to declare that another user was a trusted friend. The feature involved a graphical display that showed the faces of users who had declared you trustworthy outlined in green, attached in a hub-and-spoke pattern to your face in the center.
That feature was fine as far as it went, but unlike other social networks, The Sims Online allowed users to declare other users untrustworthy too. The face of an untrustworthy user appeared circled in bright red among all the trustworthy faces in a user’s hub.
It didn’t take long for a group calling itself the Sims Mafia to figure out how to use this mechanic to shake down new users when they arrived in the game. The dialog would go something like this:
“Hi! I see from your hub that you’re new to the area. Give me all your Simoleans or my friends and I will make it impossible to rent a house.”
“What are you talking about?”
“I’m a member of the Sims Mafia, and we will all mark you as untrustworthy, turning your hub solid red (with no more room for green), and no one will play with you. You have five minutes to comply. If you think I’m kidding, look at your hub-three of us have already marked you red. Don’t worry, we’ll turn it green when you pay…”
If you think this is a fun game, think again-a typical response to this shakedown was for the user to decide that the game wasn’t worth $10 a month. Playing dollhouse doesn’t usually involve gangsters.
EDITED TO ADD (12/12): SIM Mafia existed in 2004.
Posted on November 25, 2009 at 6:36 AM •
Sidebar photo of Bruce Schneier by Joe MacInnis.