TY - GEN
T1 - Steganography Application Using Combination of Movements in a 2D Video Game Platform
AU - Mandujano, Ricardo
AU - Gutierrez-Cardenas, Juan
AU - Monge, Marco Sotelo
N1 - Publisher Copyright:
© 2021, Springer Nature Switzerland AG.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/11/1
Y1 - 2020/11/1
N2 - 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.
AB - 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.
KW - 2D videogames
KW - Information hiding
KW - Steganography
UR - https://hdl.handle.net/20.500.12724/11974
UR - http://www.scopus.com/inward/record.url?scp=85096476201&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/798b061d-0ed9-3fc1-ab4a-8766ae64b802/
U2 - 10.1007/978-3-030-63089-8_4
DO - 10.1007/978-3-030-63089-8_4
M3 - Articulo (Contribución a conferencia)
AN - SCOPUS:85096476201
SN - 9783030630881
T3 - Advances in Intelligent Systems and Computing
SP - 54
EP - 69
BT - Proceedings of the Future Technologies Conference, FTC 2020, Volume 2
A2 - Arai, Kohei
A2 - Kapoor, Supriya
A2 - Bhatia, Rahul
PB - Springer Science and Business Media Deutschland GmbH
T2 - Future Technologies Conference, FTC 2020
Y2 - 5 November 2020 through 6 November 2020
ER -