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Steganography Application Using Combination of Movements in a 2D Video Game Platform
dc.contributor.author | Mandujano, Ricardo | |
dc.contributor.author | Gutiérrez Cárdenas, Juan Manuel | |
dc.contributor.author | Sotelo Monge, Marco Antonio | |
dc.contributor.other | Mandujano, Ricardo | |
dc.contributor.other | Gutiérrez Cárdenas, Juan Manuel | |
dc.contributor.other | Sotelo Monge, Marco Antonio | |
dc.date.accessioned | 2020-12-01T14:23:19Z | |
dc.date.available | 2020-12-01T14:23:19Z | |
dc.date.issued | 2021 | |
dc.identifier.citation | Mandujano, R., Gutierrez-Cardenas, J. & Monge, M. S. (2021) Steganography Application Using Combination of Movements in a 2D Video Game Platform. In: Arai K., Kapoor S., Bhatia R. (eds) Proceedings of the Future Technologies Conference (FTC) 2020, (2), 54-69. Advances in Intelligent Systems and Computing. https://doi.org/10.1007/978-3-030-63089-8_4 | es_PE |
dc.identifier.issn | 2194-5357 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12724/11974 | |
dc.description.abstract | Steganography represents the art of hiding information within a harmless medium such as digital images, video, audio, etc. Its purpose is to embed and transmit a message without raising suspicion to a third party or attacker who wishes to obtain that secret information. This research aims to propose a methodology with steganography using as a cover object a 2D platform video game. The experimentation model followed consists of using the combination of horizontal and vertical movements of the enemies by applying the numbering in base 5 or quinary where each character of the message is assigned a quinary digit. In the proposal for improvement the video game is set with 20 enemies per level along the map. The concealment is divided into 3 phases from the choice of the message, allocation of quinary values and generation of the videogame level. Finally, the limitations found will be presented based on experimentation. | es_PE |
dc.format | application/pdf | |
dc.language.iso | eng | |
dc.publisher | Springer | es_PE |
dc.relation.ispartof | urn:issn:2194-5357 | |
dc.rights | info:eu-repo/semantics/restrictedAccess | * |
dc.source | Repositorio Institucional - Ulima | es_PE |
dc.source | Universidad de Lima | es_PE |
dc.subject | Videojuegos | es_PE |
dc.subject | Criptografía | es_PE |
dc.subject | Video game | es_PE |
dc.subject | Cryptography | es_PE |
dc.title | Steganography Application Using Combination of Movements in a 2D Video Game Platform | es_PE |
dc.type | info:eu-repo/semantics/conferenceObject | |
dc.type.other | Artículo de conferencia en Scopus | |
dc.publisher.country | CH | es_PE |
dc.subject.ocde | http://purl.org/pe-repo/ocde/ford#2.02.04 | |
dc.identifier.doi | https://doi.org/10.1007/978-3-030-63089-8_4 | |
ulima.autor.afiliacion | Mandujano, Ricardo (Universidad de Lima) | es_PE |
ulima.autor.afiliacion | Gutierrez-Cardenas, Juan (Universidad de Lima) | es_PE |
ulima.autor.afiliacion | Monge, Marco Sotelo (Universidad de Lima) | es_PE |
ulima.autor.carrera | Mandujano, Ricardo (No figura en la lista del año 2020) | es_PE |
ulima.autor.carrera | Gutiérrez Cárdenas, Juan Manuel (Ingeniería de Sistemas) | es_PE |
ulima.autor.carrera | Sotelo Monge, Marco Antonio (Ingeniería de Sistemas) | es_PE |
dc.identifier.isni | 121541816 | |
dc.identifier.scopusid | 2-s2.0-85096476201 | |
dc.identifier.event | Advances in Intelligent Systems and Computing |
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