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Ah Reum Kang

dblp:45/9975 · DBLP profile ↗
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6ranked-venue papers
0as first author
0since 2021 · last 2020
0000-0002-0732-5313ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 4Security and privacy · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Databases, data mining, and information retrieval
3 papers
Web and social media mining · 100%
Network and information security
2 papers
Network security · 100%
Computer networks
1 paper
Network measurement and analytics · 77% Internet architecture and protocols · 23%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Network security
anonymity networks
0.212016
A Longitudinal Analysis of .i2p Leakage in the Public DNS Infrastructure · SIGCOMM 2016
Web and social media mining
online social networks
0.212013
The contagion of malicious behaviors in online games · SIGCOMM 2013
Network security › intrusion detection and prevention › bot detection
game bot detection
0.212013
The contagion of malicious behaviors in online games · SIGCOMM 2013
Web and social media mining
social network analysis
0.112011
Multi-relational social networks in a large-scale MMORPG · SIGCOMM 2011
Internet architecture and protocols
domain name system
0.112016
A Longitudinal Analysis of .i2p Leakage in the Public DNS Infrastructure · SIGCOMM 2016
Games and playful interaction › multiplayer online games
MMORPG
0.112015
Analysis of Game Bot's Behavioral Characteristics in Social Interaction Networks of MMORPG · SIGCOMM 2015
Games and playful interaction › multiplayer online games
massively multiplayer online games
0.012011
Multi-relational social networks in a large-scale MMORPG · SIGCOMM 2011

Methods — techniques the papers use, named apart from their topics

longitudinal measurement · 0.5statistical analysis · 0.5social network analysis · 0.4network characterization · 0.2
YearPublicationVenuePosition
2020 Improved Building Blocks for Secure Multi-party Computation Based on Secret Sharing with Honest Majority
Marina Blanton, Ah Reum Kang, Chen Yuan 0002
ACNS (1)2
2019 Malware Detection on Byte Streams of PDF Files Using Convolutional Neural Networks
abstract
With increasing amount of data, the threat of malware keeps growing recently. The malicious actions embedded in nonexecutable documents especially (e.g., PDF files) can be more dangerous, because it is difficult to detect and most users are not aware of such type of malicious attacks. In this paper, we design a convolutional neural network to tackle the malware detection on the PDF files. We collect malicious and benign PDF files and manually label the byte sequences within the files. We intensively examine the structure of the input data and illustrate how we design the proposed network based on the characteristics of data. The proposed network is designed to interpret high-level patterns among collectable spatial clues, thereby predicting whether the given byte sequence has malicious actions or not. By experimental results, we demonstrate that the proposed network outperform several representative machine-learning models as well as other networks with different settings.
Young-Seob Jeong, Ah Reum Kang
Secur. Commun. Networks3
2016 A Longitudinal Analysis of .i2p Leakage in the Public DNS Infrastructure
abstract
The Invisible Internet Project (I2P) is an overlay network that provides secure and anonymous communication channels. EepSites are the anonymous websites hosted in the I2P network. To access the eepSites, DNS requests of a domain name suffixed with the {\sf .i2p} pseudo top-level domain (TLD) are routed within the I2P network. However, not only that {\sf .i2p} queries are leaking in the public DNS infrastructure, but also such leakage has various plausible root causes and implications that are different from other related leakage. In this paper, we analyze the leaked {\sf .i2p} requests captured in the A and J root name servers of the public DNS, showing that a large number of queries are observed and outlining various potential directions of addressing such leakage.
Seonghoon Jeong 0001, Ah Reum Kang, Joongheon Kim, Huy Kang Kim, David Mohaisen
SIGCOMM2
2015 Analysis of Game Bot's Behavioral Characteristics in Social Interaction Networks of MMORPG
abstract
MMORPG (Massively Multiplayer Online Role-Playing Game) is one of the best platforms to observe human's behaviors. In collaboration with a leading online game company, NCSoft, we can observe all behaviors in a large-scale of commercialized MMORPG. Especially, we analyzed the behavioral differences between game bots and human users. We categorized the five groups, Bot-Bot, Bot-All, Human-Human, Human-All and All-All, and we observe the characteristics of six social interaction networks for each group. As a result, we found that there are significant differences in social behaviors between game bots and human.
Seonghoon Jeong 0001, Ah Reum Kang, Huy Kang Kim
SIGCOMM2
2013 The contagion of malicious behaviors in online games
abstract
This article investigates whether individual users are more likely to display malicious behavior after receiving social reinforcement from friends in their online social networks. We analyze the dynamics of game bot diffusion on the basis of real data supplied by a major massively multiplayer online role-playing game company. We find that the social reinforcement, measured by the ratio of bot friends over total friends, affects the likelihood of game bot adoption and the commitment in terms of usage time.
Ah Reum Kang, Huy Kang Kim
SIGCOMM2
2011 Multi-relational social networks in a large-scale MMORPG
abstract
We analyze multi-relational social interaction networks in a large-scale commercial Massively Multiplayer Online Role-Playing Game(MMORPG). Our work is based on data from AION, currently the world's second most-played MMORPG with 3.4 million subscribers as of mid 2010, created and serviced by NCSoft, Inc. We construct and characterize six distinct interactivity networks (Friend, Private Messaging, Party invitation, Trade, Mail, and Shop), each representing diverse player interaction types.
Seokshin Son, Ah Reum Kang, Hyunchul Kim, Ted Taekyoung Kwon, Juyong Park, Huy Kang Kim
SIGCOMM2