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Associate Professor, Information Technology Service Center National Chiao Tung University

Information Building, 1001 University Road, Hsinchu 30010, Taiwan Tel: +886-3-573-1703, Fax: +886-3-5714031

Email: skhuang@cs.nctu.edu.tw (交通大學資訊技術服務中心黃世昆副教授)

ABSTRACT

Software crash is inevitable and the most common type of software failures. This type of failures is characterized in software testing, reliability, and quality assurance, but not in the cyber security. We have studied the software crash behaviors by constructing symbolic failure models, and automatically produce software attacks through the manipulation of the symbolic model. This work has revealed a severe cyber security threats against software quality. That is, software crash failures introduced by bugs are able to be automatically exploited. If bugs are exploited and attacked, arbitrary code can be executed and a backdoor channel will be built.

That is the concept and talk title of Bugs as a Backdoor.

If a backdoor channel is built by embedding bugs in the system, former research on Trojan horse identification will be reduced to the finding of software bugs, still an intractable problem in software engineering, and programming languages.

In this talk, we will introduce the development of exploitable crash detection and the process of automatic exploits (attack input) generation. The generation process has been improved and 7,000 times faster than our initial attempt. If attacks are generated by tools from software crashes, Bugs as a Backdoor is feasible without writing an explicit Trojan horse in the system.

A programmer or the software vendor can leave bugs in the system, as unintended features and deniable trapdoors.

BIOGRAPHY

Shih-Kun Huang received his B.S. (1989), M.S. (1991) and Ph.D.

(1996) in Computer Science and Information Engineering from the National Chiao Tung University, and was an assistant research fellow at the Institute of Information Science, Academia Sinica between 1996 and 2004. Currently he is the deputy director of Information Technology Service Center, and an associate Professor of Department of Computer Science, National Chiao Tung

University. Dr. Huang's research integrates software engineering, and programming languages to study cyber security and software attacks. He has authored sixty peer-reviewed book chapters, conferences and journals on these topics and served on the program and organizing committees of various workshops and conferences. He is the Principal Investigator of the NSC project on Exploitable Software Crash (CRAX and CRAXweb).

Technical Session D2-W1-T2: Digital Media, Culture, and Society

Workshop Co-Chair and Session Chair Yuh-wen Wang

Associate Professor and Director of the Graduate Institute of Musicology National Taiwan University

(臺灣大學音樂學研究所所長王育雯教授)

BIOGRAPHY

96

Technical Session D2-W1-T2: Digital Media, Culture, and Society

Digital Games and Language Learning Jie Chi Yang

Professor, Graduate Institute of Network Learning Technology National Central University

300, Jungda Rd., Jhongli City, Taoyuan, Taiwan 320, R.O.C.

Tel: +886-3-422-7151 ext.35414, Fax: +886-3-427-5336 Email: yang@cl.ncu.edu.tw

(中央大學資訊工程學系暨網路學習科技研究所所長楊接期教授)

ABSTRACT

Recently, there have been a number of studies applying game-based learning supported by technology into English language learning. Claims have been made that games could increase students’ learning motivation, which is the key to succeed in learning a foreign language. With its main feature of online interactions with the gaming system and the avatars of other players, enabling collaborative exchanges of thoughts, emotions, and ideas among the game players, massively multiplayer online role-playing games (MMORPGs) have been applied into

educational environments, particularly in English language learning.

Learner characteristics and cognitive learning outcomes have been identified as the key factors in research on the implementation of games in educational settings. Although previous studies have examined the potential of applying MMORPGs into educational settings, a small number of in-depth studies, investigating the relationship between prior ability and learner cognitive learning outcomes, are reported in the literature regarding English language learning.

This talk presents a virtual learning environment by utilizing an MMORPG-based instruction in an English lesson. It was to examine how the learners’ prior ability, naming different levels of online gaming experience, affected learners’ cognitive learning outcomes. The purpose of this study was to investigate the learning effectiveness of knowledge acquisition after playing the proposed game and to discover whether there are significant differences in the effectiveness of learning with the game between experienced learners and inexperienced learners with regard to online gaming experience.

BIOGRAPHY

Jie-Chi Yang received his Ph.D. (2000) in Department of Human System Science from the Tokyo Institute of Technology, Japan. He is currently the Professor and the Head of the Graduate Institute of Network Learning Technology at the National Central University, Taiwan. His research interests include computer assisted language learning, digital game-based learning, mobile learning, web-based learning, natural language

processing, and multimedia technologies. He is working on the design, development, and evaluation of interactive learning environments by using advanced technologies, aiming to enhance language learning and science learning. He has authored more than thirty peer-reviewed journals on these topics and served on the program and organizing committees of various international workshops and conferences. He

received the Ta-You Wu Memorial Award (Young Outstanding Researcher Award) from the National Science Council, Taiwan in 2009, and the Outstanding Research Award from the National Central University in 2009 and 2010. He was also appointed as Distinguished Professor at the National Central University in 2010.

98

Technical Session D2-W1-T2: Digital Media, Culture, and Society

Interaction Beyond the Individual: An Overview of User-Centered

Collaborative and Social Computing Research

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