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Showing posts with label Computer games. Show all posts
Showing posts with label Computer games. Show all posts

Tuesday, 13 March 2018

5,000 Malaysians are illegals in South Korea, living underground !


https://youtu.be/45zxSKSvJ00

A tough life: Malaysians seen working at a vegetable farm near Seoul. 
https://richard-rightways.blogspot.my/

SEOUL: An estimated 5,000 Malay­sians are working and staying illegally in South Korea, with the less fortunate ones forced to live like refugees and always on the run from the authorities.

Lured by job advertisements that claimed they could make money hand over fist in the land of K-pop and Descendants of the Sun, they paid recruitment agents thousands of ringgit in fees and entered the country on tourist visas.

Unfortunately, many of them have been left in dire straits after finding out that reality did not match up with the promises.

Star Media Group’s Bahasa Malaysia news portal mStar Online sent a team to South Korea to look into their plight and found many of these Malaysians stranded and destitute.


These 5,000, based on figures that volunteer aid workers pieced together from Malaysians and recruitment agents, are part of an estimated 251,000 illegal foreign workers in the country as reported by The Korea Herald.

Their problems, first highlighted by the portal in a series of special reports in association with The Korea Herald in January, ranged from suffering permanent disability after workplace accidents to being left broke and homeless when they were fired by their employers.

Among the locations the team visited were Itaewon in the central region and Daeso and Muguk in Eumseoung district, about 80km from Seoul.

A Malaysian who wanted to be known only as Farhan said he and two of his friends have been homeless for more than two months since they were fired without pay after working at a seaweed processing company for just one week.

“I was fired because I came down with fever a week after starting work. We have to rely on our friends for food,” he said, adding that sometimes they only had biscuits to eat.

The 24-year-old said that on weekends, they would sleep at the Seoul Central Mosque, while on weekdays, they would stay at a friend’s house.

Visiting the mosque, the mStar Online team found several bags in the corridors, believed to belong to the foreign workers who sleep there.

Another Malaysian, who did not want to be named, said she had to live in one house with 18 others.

The woman, who works on an onion and sweet potato farm, said the house is so overcrowded that some of them have to sleep in front of the toilet or on the kitchen floor.

She and her housemates said there had been cases of Malaysians being physically abused if they did not work fast enough.

Their story was echoed by others the team interviewed, as well as those who came forward in the earlier reports in January, and because of their illegal status, they are often exploited, made to work long hours without rest and barred from talking to their colleagues.

The risk of accidents is also great because they are seldom given briefings or safety equipment and protective gear.

After such hardship, their labour sometimes even goes unrewarded because of employers who, taking advantage of their workers’ illegal status, hold back their pay in the belief that they would not dare report it to the authorities.

As a result, many suffer in silence for fear of being detained by the authorities, and are ignorant of their rights as workers.

Winter in South Korea will come to an end later this month. Without money, shelter or a way home, these stranded Malaysians can only wait it out, and hope for new job opportunities that will be available in the spring.

Source: The Star by nadia shaiful bahari

Malaysian workers ‘living underground’ 


Some of them are forced to live on the streets.
SEOUL: The 5,000 Malaysians working and staying illegally in South Korea may be grouped into six categories, based on the findings of the mStar Online team that visited South Korea and spoke to some of those affected.

The lucky ones

These are the “successful” ones who entered the country on tourist visas, have the funds to return home or travel to other countries after these visas expire. They then return to South Korea on new tourist visas and take up jobs here again.

Those in this category are considered fortunate because they have responsible employers who pay them as promised. They have also managed to evade the authorities.

Those who overstay

There are also Malaysians who took the risk of overstaying. They are either working or waiting for other job opportunities. They can get by as long as they are not caught or face workplace issues such as accidents or exploitation by their employers.

Generally, it can be said that those who belong to the first two groups managed to realise their dream, have a place to stay, and are living comfortably in a foreign land.

• The unemployed and homeless

On the other hand, there are those who have been made homeless and forced to sleep in mosques or rely on the kindness of friends.

Their situation is caused by several factors: they may have been cheated by recruitment agents, had their salaries withheld, or had their contracts terminated, leaving them with nowhere to live and no funds to return to Malaysia.

• Waiting for spring

Job opportunities drop considerably during winter. Those without work are forced to endure the cold and wait for spring, which brings more job openings with it.

Those who have the money would not find the winter months a problem, but the unemployed have to depend on others for food and shelter.

• Accident victims

There are also those who overstay because of workplace accidents. They have to remain behind while waiting for their cases to be heard at the Labour Office so that they can claim compensation from their employers.

• Those on medical visas

Some of those hurt in workplace accidents are fortunate enough to be granted medical visas by the authorities, enabling them to stay in South Korea until their treatment is completed.

The specific reasons for not returning home vary from one individual to the next. Some may be victims of circumstance, while others are just determined to achieve their goals and earn as much as they can before coming back.

And with each new job opportunity that comes along, a new set of risks and hazards arises.

Malaysians lured by higher pay

Getting the story: Nadia speaking to an agent about the risks of illegal employment in South Korea.
Getting the story: Nadia speaking to an agent about the risks of illegal employment in South Korea.

PETALING JAYA: The Malaysians who brave the perils of working and staying illegally in South Korea do so because of monthly salaries advertised in the range of RM6,000 to RM12,000.

In fact, recruitment agents say, they choose to go even after being told of the risks involved.

It is estimated that as many as 5,000 Malaysians have gone there since 2016, to work in factories producing kimchi, cosmetics, calendars, furniture, auto spare parts and aluminium, among other items.

When the big pay they expected does not materialise, usually because of workplace accidents or exploitation by unscrupulous employers, they often find themselves homeless and broke.

An mStar Online team probing their plight spoke to one agent who said about 800 Malaysians had used his services last year alone.

The agent, who asked to be known only as Nasir, said he charged each customer RM2,800.

The amount covers securing the job, a return air ticket and a South Korean job agency’s fees.

According to The Korea Herald, there are about 251,000 illegal workers from various countries working in South Korea.

This group is highly exposed to occupational hazards and is at risk of being duped or exploited by employers because of their immigration status.

Local agents as well as aid volunteers in Seoul said Malaysians made up about 5,000 of the overall figure.

Taufik, another agent, said he knew of about 20 others who were in the same line.

“I personally handled trips for almost 100 Malaysians to South Korea since 2016,” he added.

He said not all agents were responsible enough to inform their clients of the risks.

Taufik said he was honest in his dealings and made sure those who used his services were fully aware of the risks they faced as illegals working in South Korea.

However, he was surprised to see that all these potential problems did not deter a single one of his clients from going to South Korea, which reportedly had the highest household income in Asia.

“There are agents who do not give clear information, but I tell my customers about the real situation and ask them to think carefully before going.

“Among the most important things they must have is a strong spirit.

“This is just my side job. I have my own business. I don’t depend on their money,” he told mStar Online.

Taufik claimed he only pocketed RM500 to RM600 of the RM2,500 fee he charged clients.

Based on surveys and from talking to agents and their clients, the team learned that an agent stood to make up to RM15,000 for every batch of recruits – ranging from 10 to 30 per group – sent to South Korea.

Another agent, Azhar, said it was easy to get through immigration checks there as the job seekers posed as tourists.

To prove they were just visiting, Azhar said he would provide them with fake return tickets to show to South Korean immigration officials.

His package, priced at RM2,500, includes one night’s accommodation, a prepaid T-Money payment card, job arrangement charges and transport to the workplace.

Source:Star by nadia shaiful bahari

Related News: 

Hard choice for Malaysian in South Korea - Nation | The Star Online

The former flight attendant used a tourist visa to enter the country and work illegally in a steel factory, where she met with the accident. Sally (not ... “I received treatment, monthly expenditure and some compensation, but only after I got help from a Malaysian activist who fights for the rights of workers like us.


https://youtu.be/v8VWY-1fRbA 

 

Stain on image of Malaysians - Letters | The Star Online

 

In a knot after going to South Korea to earn wedding expenses


Demanding conditions: Workers labouring at a construction site in Seoul. Malaysians, using tourist visas to work as illegal labourers, take up tough jobs in the manufacturing, construction and plantation sectors in South Korea. — AP 

Malaysians Lured by high pay and benefits - Nation | The Star Online

Demanding conditions: Workers labouring at a construction site in Seoul. Malaysians, using tourist visas to work as illegal labourers, take up tough jobs in the manufacturing, construction and plantation sectors in South Korea. — AP


Choi sentenced to 20 years’ jail

 

Choi sentenced to 20 years’ jail




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You hooked online video games, Internet and sinking ?

Internet addiction on the rise among Malaysian youths, Asians one of the most addicted to the Internet

Wednesday, 6 January 2016

You hooked online video games, Internet and sinking ?


IT is 10pm and you know exactly where your children are. They are at home with you, and the last time you looked, they were on their computers engrossed in some game or another.

But does that mean they are fine?

As highlighted by The Star’s front-page story yesterday, that may not be so.

Governments, mental health practitioners, schools, NGOs and parents in many parts of the world – particularly in Asia – are worried about how many young people are hooked on video games and the Internet.

And when the two technologies merge to yield online gaming, we have a greater risk of passion turning into obsession.

Therefore, we should not be surprised by cases of gamers behaving badly when prevented from playing.

On Saturday, for example, two men fought at a cybercafe in Taman Bukit Serdang, Selangor, after one of them had refused to let the other use a computer.

The violence continued at a nearby restaurant, with others joining in, leading to both men being slashed with a parang. The police have since remanded two of the brawlers until tomorrow.

It is possible that this incident was more about uncontrollable egos and temper than it was about an uncontrollable urge to play computer games, but it does tell us that we ought to take a closer look at how our kids are affected by online gaming.

We need to acknowledge that there is a problem here that needs to be addressed systematically and holistically.

South Korea, which has extensive Internet connectivity, has long recognized that.
Check link:
South Korea online gaming addiction rehab centers ...
Inside the South Korean Rehab Clinic that Treats Gaming ...
South Korea Gaming Curfew to Battle Video-Game ... - Time 
Virtually addicted: Weaning Koreans off their wired world ...
Hooked on Games: The Lure and Cost of Video Game and ...
Internet Addiction Targeted In South Korea - Huffington Post
Teens spend up to 88 hours a week gaming in Korea
Hooked! The Addictive Power of Video Games | Focus on ...
10 Most Popular Games in Korea That You'll Get Hooked On
Korea Fights Gaming Addiction With New Law | The Fix
South Korea Aims to Curb Gaming Addiction in ... - The Fix
Never Too Old for Video Games? - Video Game Addiction

Its National Information Society Agency has been conducting an annual survey on Internet addiction since 2004 and runs programmes that provide preventive education, counselling and expert training.

Singapore’s National Addictions Management Service provides outpatient treatment for gaming/internet addiction, describing it as “the extreme use of computer and video games that interferes with daily life”. Gaming addiction in China had attracted so much attention that the authorities have set up military-style rehabilitation centres for young people.

And if some of us believe that our kids are merely going through a “phase” when they spend hours playing online games, it is useful to note that the American Psychiatric Association has identified Internet Gaming Disorder as a condition that requires further research.

“This reflects the scientific literature showing that persistent and recurrent use of Internet games, and a preoccupation with them, can result in clinically significant impairment or distress,” says the association.

Essentially, the association is saying there should be more clinical research and experience before it is ready to classify Internet Gaming Disorder as a formal mental disorder.

As it is, many Malaysian parents can share stories about how their children are so into playing online games that they miss meals, lack sleep, skip schoolwork, lie and steal, and ignore friends and family.

Such a troubling pattern does not have to be officially recognised as an illness to be treated as a problem.

It is time that the Government, schools, parents and the community work together to figure out how we can ensure that a hobby does not become a dangerous addiction.

Related post:

Parents seek help for addicted kids Experts: Too much gaming has more serious effects than most people realise For many Malaysians, i...

Tuesday, 5 January 2016

Sick gamers on the rise !


Parents seek help for addicted kids

Experts: Too much gaming has more serious effects than most people realise

For many Malaysians, it is no longer just a game.

Desperate parents trying to get their children to kick their addiction to computer games have started to seek professional help for them.

At least two psychiatrists interviewed by The Star confirmed that the issue is becoming a growing problem among children and young adults in Malaysia.

University Malaya Centre for Addiction Science deputy director Assoc Prof Dr Muhammad Muhsin Ahmad Zahari said he had seen five patients, aged 14 to 26, for possible games addiction last year.

He revealed that the small number did not indicate the seriousness of the issue as many gamers were unaware of the problem they were having and thus did not seek treatment.

“It is potentially a growing problem and there is a need to create more awareness on this.

“Otherwise, it can become an illness when these gamers come in late for treatment,” he said yesterday.

Dr Muhammad Muhsin said a comprehensive database should be compiled so that medical experts could set up a plan to manage the problem.

He said the problem was indicative of a disorder if gamers start to behave compulsively when playing or tend to get into a fight over it.

“It can be an addiction if it affects their relationships with other people and disrupts their normal routine,” he added.

In one case, a 14-year-old boy went into a rage when his parents cut off the Internet subscription. He smashed the television set and the PC, Dr Muhammad Muhsin said.

“If gamers feel that they have used a lot of time or money to play the games, have difficulty resisting it and get upset easily, they should start seeking professional help.

“The reasons may be due to the person’s poor attachment to their parents, lack of parental supervision and peer pressure,” he said.

“They could be using the Internet to overcome their mood disturbances too.”

Hospital Penang consultant child and adolescent psychiatrist Dr Lai Fong Hwa said with improved Internet access and faster communication, more younger people were playing video games.

“There may be a concern that their social life may be affected and they will have problems developing social skills,” said Dr Lai.

Scuffles a common sight at cyber cafes, say gamers
 

  Blurred reality: experts say games addiction could affect the development of children’s social skills.

PETALING JAYA: With titles like World of Warcraft, Heroes of the Storm and Left 4 Dead, it is no surprise that video gamers are hooked for good.

However, these fans are adamant that they do not become aggressive despite the brutal nature of the game.

They said that last Saturday’s attack at a cyber cafe in Selangor, where a man slashed someone for hogging the computer, was an isolated case.

At that time, the victim was playing Dota (Defence of The Ancients), which involves two teams pitted against each other with the goal of destroying their opponent’s base.

“It’s irrational to fight or even stab someone over something like that,” said marketing executive Ivan Yong, 25, who is an avid computer gamer.

But he admitted that there were many short-tempered players and that scuffles were not uncommon among players at cyber cafes.

“Personally, I think gamers get violent when they invest too much time in their games. And they lose it when a teammate or opponent spoils it for them,” said Yong, who admitted to being less level-headed during his younger days.

A fellow gamer, who wished to be known only as Hammi, agreed with Yong.

“Yes, gamers tend to get violent sometimes. Sometimes they may not realise what they have done at that time,” said Hammi, 26.

“As a fellow gamer, I think it’s important to differentiate between reality and playing games,” she added.

Student Kae Jun, 17, conceded that many of them were addicted to the games.

“Some people play games so often that it is part of their routine. If they don’t get to play, they will get frustrated,” he said.

Businessman Joe Chee, 27, and student Min Jie, 18, who are both regular cyber cafe goers, said outbursts were common there.

“Some gamers tend to be violent and toxic. They let their emotions get the better of them,” said Chee.

“They would even curse their opponent’s family. Then a fight would break out,” Min said.

Both noted that cyber cafes that enforce a “no noise” policy tend to be less hostile.

“Those loud players have no consideration for others with their endless screaming. You see different types of people at a cyber cafe,” said Min.

All the gamers interviewed agreed that players should not let their love of the game get the better of them.

“It’s important to realise that every time you get upset, it drains your emotional energy.

“Losing your cool makes you tired,” said Chee.

Duo in cyber cafe brawl remanded for four days

PETALING JAYA: The two men who slashed a youth after fighting over a computer console at a cyber cafe have been remanded until Thursday.

According to Serdang OCPD Asst Comm Razimi Ahmad, the duo allegedly slashed a man in the neck with a parang for not letting one of them use the computer console.

During the incident at a cyber cafe in Taman Bukit Serdang at about 10pm on Saturday, the suspect got into an argument with an employee at the cyber cafe who was reportedly hogging a computer he wanted to play on.

They had a war of words and the suspect, who is in his 40s, left the place.

The suspect returned to the cyber cafe at about 11.30pm with a friend carrying a badminton racquet bag which contained a parang and a plank.

In a fit of rage, the two men attacked the employee with the parang and plank.

The cafe management managed to break up the scuffle and told the men to take their dispute outside before shuttering the place.

The trio reportedly continued their fight at a nearby restaurant, where police said the victim was slashed in the neck.

Witnesses claimed that about four friends of the victim came to his aid and slashed the suspect with his own parang before subduing his accomplice with the plank.

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Apr 29, 2012 ... While the game did in fact have educational payloads, the ... Games like this " infantilize children." .... The Global Standard in Internet Metric. 

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Aug 7, 2010 ... PETALING JAYA: Parents and teachers have been left in a quandary as the onslaught of Internet games and social networking sites are ...
Aug 4, 2011 ... IDC Market Research (M) Sdn Bhd associate analyst Devtar Singh said there were currently an estimated 7.3 million online gamers in Malaysia ...

Apr 27, 2010 ... More than 8,600 people aged 18 to 60 were asked to play online brain games designed by the researchers to improve their memory, reasoning ...
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Mar 7, 2012 ... To be sure, gaming itself is entertaining and harmless if it's done within limits, and controlled. Being addicted to video or online games, however ...
 
Dec 20, 2012 ... Cyber crooks target gamers; E-gambling dens menace, raid in Penang ... Cyber crooks target gamers; ... The Global Standard in Internet Metric.

Wednesday, 11 December 2013

US, Britain spying on virtual world, agents pose as gamers

Real life James Bond's operating in a virtual world online: American and British spies have been revealed to be posing online on games such as World of Warcraft (pictured) and Second Life
 
 
View of the National Security Agency in the Washington suburb of Fort Meade, Maryland

Freshly leaked documents by former US intelligence contractor Edward Snowden on Monday revealed spies disguised as fantasy characters prowled online games hunting terrorists.

Elves, orcs or other fictional characters happened upon by players in the popular realm of World of Warcraft may have been US and British spies, according to documents released through ProPublica, the Guardian, and the New York Times.
There were also indications that intelligence agents went undercover in online multi-player shooter games, particularly on Microsoft's Xbox Live Internet community for players.

"GVEs (games and virtual environments) are an opportunity!" concluded 'top secret' National Security Agency documents dating back about five years.

"We know that terrorists use many feature rich Internet communications media for operational purposes, such as email, VoIP, chat, proxies and web forums, and it is highly likely they will be making use of the many communications features offered by games and virtual environments."

The report depicted online game worlds as private meeting places that could be used by groups for planning and training.

Examples used to back the reasoning included an "America's Army" shooter game made by the US military and given away as a free download at its recruiting website.

"The game is so good at identifying candidates that it is now used for training," the document said.

It went on to tell of Hezbollah creating a shooter game for recruitment and training, with the ultimate goal of play being to be a suicide martyr.

"While complete military training is best achieved in person, complete perfection is not always required to accomplish the mission," the report argued, noting that some 9/11 attackers were taught piloting with flight simulation software.

Spies have created characters in fantasy worlds of Second Life and World of Warcraft to carry out surveillance, recruit informers and collect data, The New York Times said

"It wasn't enough that they were snooping on email conversations; able to tap phone calls; weaken encryption standards; use sophisticated hacking techniques to install spyware on targeted computers… they needed to extend their range to Middle Earth and Xbox Live as well," computer security specialist and author Graham Cluley said in a blog post reacting to the news.

"How about all these people playing 'Draw Something' who might be doodling secret messages to fellow criminals or conspirators?" he added facetiously.

Microsoft and WoW maker Blizzard Entertainment released independent statements saying they knew nothing of spies snooping in their online worlds.

The report came as eight leading US-based technology companies called on Washington to overhaul its surveillance laws following months of revelations of online eavesdropping from the former National Security Agency (NSA) contractor.

"Fearing that terrorist or criminal networks could use the games to communicate secretly, move money or plot attacks, the documents show, intelligence operatives have entered terrain populated by digital avatars that include elves, gnomes and supermodels," the Times said.

It added: "Because militants often rely on features common to video games -- fake identities, voice and text chats, a way to conduct financial transactions -- American and British intelligence agencies worried that they might be operating there, according to the papers."

The documents do not give any examples of success from the initiative, the report said.

Apple, Facebook, Google, Microsoft, Twitter, Yahoo, AOL and LinkedIn meanwhile wrote an open letter to President Barack Obama and the US Congress calling on Washington to lead the way in a worldwide reform of state-sponsored spying.

"We understand that governments have a duty to protect their citizens. But this summer's revelations highlighted the urgent need to reform government surveillance practices worldwide," the letter said.

Sources: Washington (AFP)

US and UK 'spy on virtual games like World of Warcraft'

 
National security officials are said to have extracted World of Warcraft account data to identify terrorist activity (file photo)

US and British spies have reportedly infiltrated online games such as World of Warcraft in an effort to identify terrorist threats, according to media reports.

The undercover agents reportedly operated in virtual universes to observe messaging and payment systems.

The NSA allegedly warned that such online games could allow intelligence targets to hide in plain sight.

Virtual universe games draw millions of players from around the globe.

News of the operation was broken by the New York Times, the Guardian and ProPublica on Monday using leaked confidential government information obtained by whistleblower Edward Snowden.

The media reports allege US and UK spies spent years investigating online games including Second Life for potential terrorist activity.

One leaked document published by the New York Times claims such video games could be used for recruitment or to conduct virtual weapons training.

'Without our knowledge'
  The NSA is said to have extracted World of Warcraft account data and attempted to link it to Islamic extremism and arms deals, according to the Guardian.

The popular online fantasy game, which at one point boasted upwards of 12 million subscribers, has reportedly attracted users such as embassy employees, scientists and military and intelligence officials.

At one point during the investigation, so many national security agents were reportedly playing video games that a "deconfliction" group was created to ensure they were not inadvertently spying on one another.

However, the documents obtained by former NSA contractor Mr Snowden and cited by the media did not specify if any terrorist plots had been foiled by the effort.

A spokesman for World of Warcraft's parent company Blizzard Entertainment told the Guardian they were not aware any surveillance had been conducted.

"If it was, it would have been done without our knowledge or permission," the spokesman said. - BBC

American and British spies posed as 'orcs and elves' on World of Warcraft to infiltrate terror cells according to new NSA revelations

  • Latest revelations from Edward Snowden reveal the NSA has been using agents to pose as players on World of Warcraft
  • Up to 50 million people worldwide play the popular virtual game
  • NSA and Britain's GCHQ became concerned the game and those like it could be used as clandestine forums for terrorists to plan attacks
  • Online operatives even tried to recruit gamers as informants
  • More evidence of mass surveillance on civilian population by intelligence service
By James Nye

The NSA document, written in 2008 and titled Exploiting Terrorist Use of Games & Virtual Environments expresses the NSA's worry that despite their wide-reaching PRISM clandestine surveillance of hundreds of millions of people online, terrorists could evade their wide reaching snooping.

New revelations: NSA whistleblower Edward Snowden speaking in October - the former defense contractor has revealed that American intelligence operatives operated online in World of Warcraft and Second Life to try and catch terrorists
New revelations: NSA whistleblower Edward Snowden speaking in October - the former defense contractor has revealed that American intelligence operatives operated online in World of Warcraft and Second Life to try and catch terrorists 

The Guardian has reported that QCHQ, the British counterpart of the NSA even sent operatives into Second Life in 2008 and infiltrated a criminal ring that was selling stolen credit card information in that virtual world.

The Snowden files reveal that the real-life sting in a virtual world was named Operation Galician and was helped by a recruited online informer who 'helpfully volunteered on the target group's latest activities.'

Citing the documents disclosed by Edward Snowden, the report also says agencies 'have built mass-collection capabilities' against Microsoft's Xbox Live online network.

Important details — such as how much data was gathered, or how many players' information was compromised — were not clear, the reports said.

Blizzard Entertainment, the producer of World Of Warcraft, told the Guardian: ‘We are unaware of any surveillance taking place. If it was, it would have been done without our knowledge or permission.’

Online games such as World of Warcraft and Second Life are huge business as players adopt avatars of different people or indeed, orcs, goblins and elves.

NSA HQ: Reports say British and American intelligence officers have been spying on gamers across the world, deploying undercover officers to virtual universes and sucking up traffic from popular online games such as World of Warcraft
NSA HQ: Reports say British and American intelligence officers have been spying on gamers across the world, deploying undercover officers to virtual universes and sucking up traffic from popular online games such as World of Warcraft

The 2008 NSA report claims that if the intelligence garnered from the spying on these online games was used correctly, then pictures of ordinary citizen's and potential terrorist social networks could be built up.

The NSA document reportedly claims to suggest that such infiltration 'continues to uncover potential Sigint value by identifying accounts, characters and guilds related to Islamic extremist groups, nuclear proliferation and arms dealing.'
Second Life especially intruiged the NSA and GCHQ, because of its plans to introduce voice calls and anonymous texts - that terrorists could utilize.

However, the document revealed by Snowden details no clear indication that the widespread surveillance ever discovered any terrorists or even foiled any attacks - raising serious issues over the privacy of online gaming.

Microsoft declined to comment on the latest revelations, as did Philip Rosedale, the founder of Second Life.

Monitoring: The NSA and Britain's GCHQ have neither confirmed nor denied that they have been spying on the personal details of up to 50 million virtual gamers
Monitoring: The NSA and Britain's GCHQ have neither confirmed nor denied that they have been spying on the personal details of up to 50 million virtual gamers

The NSA declined to comment on the surveillance of games. 

A spokesman for GCHQ told The Guardian the agency did not 'confirm or deny' the revelations but added: 'All GCHQ's work is carried out in accordance with a strict legal and policy framework which ensures that its activities are authorised, necessary and proportionate, and there is rigorous oversight, including from the secretary of state, the interception and intelligence services commissioners and the intelligence and security committee.'

Indeed, so rife was the spying online of Second Life by the FBI, CIA, and the Defense Humint Service that a memo was sent to try and 'deconflict' their work - i.e. make sure that they weren't treading on each other's toes.

However, the British credit card fraud bust aside, there are no other examples of the surveillance of these popular virtual worlds yielding any results in terms of anti-terrorism.

The agencies did have concerns beyond simple money laundering and planning though.
The NSA thought that games played online could be used to 'reinforce prejudices and cultural stereotypes' - pointing out that Hezbollah had produced their own game called Special Forces 2.

According to the document, Hezbollah's 'press section acknowledges the game is used for recruitment and training', serving as a 'radicalizing medium' with the ultimate goal of becoming a 'suicide martyr'.

Despite the game's disturbing connotations, the 'fun factor' of the game cannot be discounted, it states. 

As Special Forces 2 retails for $10, it concludes, the game also serves to 'fund terrorist operations.'

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2. You are being snooped on, Malaysia views US-NSA spying seriously!
3.  Rightways Technologies: USA Spying, the Super-Snooper !
4.  Brazil attacks US over spying issue
5.  US Spy Snowden Says US Hacking China Since 2009
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4.  Brazil attacks US over spying issue
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Wednesday, 6 November 2013

Youth addicted to computer games died in front of his computer!

 
Ong Yee Haw, 23, (pic) was found slumped over the keyboard in front of his computer monitor in a room by his uncle at about 4pm.

 GEORGE TOWN: A youth addicted to computer games died of a heart attack at his home in Bandar Baru Air Hitam here after apparently playing continuously for over 15 hours at a cybercafe nearby. 

He was said to have been at the cybercafe from 10pm on Sunday until 1pm the next day before returning home to his own computer.

However, it was not known which computer game Ong had been playing before his death.

His mother Chew Qun Juan, 62, said her only son had been addicted to computer games ever since he stopped working at a restaurant five months ago following a motorcycle accident.

“He injured his right hand and had to stop working. I constantly told him not to spend too much time on computer games but he never listened.

“I single-handedly raised him after my husband died of cardiac arrest 15 years ago. Words cannot describe my sadness now. I only hope that others, who are also addicted to computer games, will learn something from this.

“I hope this will not happen to anyone else. My son was still so young,” she said in between tears when met at the Penang Hospital mortuary yesterday.

A post-mortem report, she said, confirmed that Ong died of a heart attack.

Ong was cremated at the Batu Gantung crematorium yesterday afternoon. The case has been classified as sudden death.

On Dec 27 last year, a 35-year-old broker was found dead inside his home, supposedly after playing video games.

A video game console was found in front of Liu Peng Han’s body. When his body was discovered by his uncle, Liu was lying on the sofa in the living room.

There had also been several media reports of deaths due to computer addiction in China, South Korea, Vietnam and the United States.

It was reported that in 2005, a man in South Korea went into cardiac arrest and died after playing StarCraft almost continuously for 50 hours. Two years later, a 30-year-old man in Guangzhou died after playing video games continuously for three days.

Contributed by Winnie Yeoh The Star/Asia News Network

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Sunday, 20 October 2013

Kinect Technologies for PCs, can track you through walls

Intel’s gesture control tech will be built into PCs from 2014

Ever since Microsoft’s Kinect came out, it has been wondering when the technology would get built into PCs. Yes, there is Kinect for Windows, but it’s a peripheral — about having advanced motion detection capabilities in the webcam, as a bridge to exciting future user interfaces.

Well, today, such technology is on its way, but not from Microsoft. No, it’s Intel that the PC manufacturers are talking to, and it’s not Kinect that’s the base: it’s Intel’s perceptual computing technology.

According to Paul Tapp, senior product manager in Intel’s perceptual computing division, manufacturers have “committed to doing it” in 2014 – “it” being the integration of an Intel-designed motion-detection system into their machines. And in the meanwhile, peripherals maker Creative put its $210 Senz3D, the first retail device to use the technology.

Intel Portal 2 gesture control demoCreative’s Senz3D camera is up for pre-order. It’s the first peripheral to use Intel’s perceptual computing tech, which will be built into computers from next year. >>

Contributed by By David Meyer Gigaom.com


MIT’s ‘Kinect of the future’ can track you through walls


Researchers from MIT have unveiled a new form of motion tracking that uses a three-point system to follow a person’s position, even through a totally opaque wall. Though the word “Kinect” has been thrown around quite liberally for the sake of accessibility, this is strictly a positional tracker — that means that it won’t be interpreting sign language or reading lips any time soon. Rather than being a control mechanism, this device is purely for keeping tabs on users as they move both within and between rooms. At present the tracker is set up directionally, so it can only see through the single wall at which it is pointed, but the obvious end goal is an omnidirectional tracker that could follow a user through the whole house, upstairs and down.

The system works using three radio antennas spaced about a meter apart to bounce signals off a person’s body. Even through the researchers’ office wall, it can follow people with an accuracy of up to 10 centimeters (four inches), better than WiFi localization can currently provide. Though the device is exploded and sitting as component parts at present, one grad student working on the project said they expect to be able to condense it down to a final unit no larger than Microsoft’s Kinect sensor.

Beyond the loss of Kinect-like image and silhouette tracking, the MIT system can also only track a single person at a time. A second moving object within the system’s field of view will cause confusion and make the system useless — though that problem is, of course, to be addressed soon. It also has trouble with stationary objects, but they already have a first pass on an algorithm to get around this by recognizing the motion of a person breathing.

Applications for the technology, assuming its kinks and limitations are addressed, are numerous. There are the obvious gaming applications, perhaps blurring the line between real and virtual locations as players stalk through real hallways full of video-game enemies. All Oculus Rift fantasies aside though, there are plenty of more substantive reasons to be excited about the ability to keep track of people without their need to carry a transmitter. Rather than installing motion trackers in every corner of the home, a single tracker near the center might be able to intelligently turn the lights on and off as you move from room to room.

Architects and advertising researchers would love to know how people move through a particular space, where they spend their time, and what places they tend to avoid. The health care industry could keep better track of people in need of supervision, receiving an alert if, say, a person with dementia begins to wander away.

Though it's a sprawling array today, the researchers say they the device could end up smaller than a Kinect. Though it’s a sprawling array today, the researchers say that the device could end up smaller than a Kinect.>>

Of course, there are also the more troubling possible uses. WiFi localization currently requires users to hold a tracking device, while more versatile options like holographic localization are slow and low fidelity. MIT is now bringing a high degree of accuracy and usability together with the versatility that comes with being able to track people who have never consented to be tracked. If the signal could be made strong enough, it could render prison break-outs virtually impossible, or let law enforcement quickly check the number and position of people in a hostage situation.

Human and civil rights activists might have something to say about such applications, however. That’s really the downfall of a catch-all people-tracker for use outside of private homes: I can’t imagine a world in which its use would remain legal for long. People are leery enough about ad agencies tracking their online activities — how might people react to the idea of a company monetizing their walking path through the local mall? The Kinect has already got certain people up in arms over just the possibility of always-on functionality, and that would only have mattered when the user was standing directly in front of their television.

The team has a patent pending for the technology, but the concept seems like it would be easy enough to adapt with slight changes. It’s still in its infancy, but finding a person through a wall by picking up on their breathing is about as strong a proof of concept as they could ever have hoped for.

Contributed by Graham Templeton Extremetech.com

Related
 Xbox One Kinect can understand two people speaking at once, PS4 counters with camera bundle

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Saturday, 8 June 2013

Malaysia needs re-engineering sports, not computer games, junk foods....

Re-engineering sports in schools

KHAIRY Jamaluddin, our Youth and Sports Minister, wants to transform our country into a sporting nation – he has a daunting task to achieve with many challenges along the path of success.

First and foremost, how much time is allocated to physical education in schools? With more children reportedly facing obesity, we wouldn’t even get to the starting block.

Also, our children are too engrossed with computer games and our fields are being hijacked for commercial development, making our children lazier. Let’s not forget too the unhealthy fast food eating culture.

Physical education classes are irregular in schools and disorganised. PE teachers lack the knowledge in sports science or health science.

Most teachers lack the capability to assess a potential athlete as they cannot even explain the percentage of fast and slow twitch muscle fibres and other aspects related to athletic performance such as physiology, physical ability, technical proficiency and psychological predisposition to performance.

Based on feedback, students are just given a ball to kick around without being given much guidance on ball skills. In many cases, students just laze around the field without proper attire.

The main focus of schools, teachers and parents seems to be for students to score the maximum number of “A’s” in the exams, with sports ranking low in priority among the stakeholders.

The million-dollar question now is how are we going to create a sports culture in schools and sell the idea to parents that sports offers great career progression?

Parents have seen that sports does not pay in the long run, except in a few cases like Datuk Nicol David (squash), Datuk Lee Chong Wei (badminton) and Pandelela Rinong (diving) who are positive role models.

There must be a firm commitment from the Government to prioritise school sports, facilities and space for competitive sports and play.

Khairy, our No.1 sports fan must work closely with the relevant stakeholders to promote a strong sports culture among our youths.

C. SATHASIVAM SITHERAVELLU Seremban

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