A First Look at Private Communications in Video Games Using Visual Features
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Whisperkey: Creating a User-Friendly URL Shortener
WhisperKey: Creating a User-Friendly URL Shortener Eunice Lin, Flora Tan, Linda Wang May 12, 2016 Abstract of links. Unlike other popular URL shorteners such as Tinyurl or Bitly that map the original URL to a URL shorteners convert long, unwieldy URLs into random string of letters and numbers, ShoutKey was shorter ones and redirect all requests to the short- designed to be user-friendly by using keys that are ened URL to the original website. In this project, standard English words that are easily pronounced we investigate the security flaws of ShoutKey, an or spelled. This makes it easy for users to share easy-to-use temporary URL shortener that maps a link to those in close proximity, for example, by simple dictionary words to a given URL of interest. verbally telling the key to a friend across the room or writing it on a whiteboard at the front of class. We first conduct a security analysis of the vulnera- Anyone who goes to the ShoutKey link can access bilities encompassed by Shoutkey. Then, we conduct the corresponding URL. a standard dictionary attack to access private URLs, storing the successful dictionary words in a separate database to conduct a second, more optimized dic- tionary attack, and analyzing the successful redirects to determine if there is any leakage of private user data. Finally, we propose a more secure implementa- tion of ShoutKey called WhisperKey and empirically analyze how WhisperKey is designed to be less prone to security attacks than ShoutKey is. 1 Introduction 1.1 URL Shorteners Figure 1: A ShoutKey with "laugh" as its key. -
Phishing Detection Using Machine Learning
Phishing detection using machine learning MSc Research Project MSc Cyber Security Suraj Wandhare Student ID: 18157432 School of Computing National College of Ireland Supervisor: Ben Fletcher www.ncirl.ie National College of Ireland Project Submission Sheet School of Computing Student Name: Suraj Wandhare Student ID: 18157432 Programme: MSc Cyber Security Year: 2019 Module: MSc Research Project Supervisor: Ben Fletcher Submission Due Date: 03/02/2020 Project Title: Phishing detection using machine learning Word Count: 3500 Page Count: 11 I hereby certify that the information contained in this (my submission) is information pertaining to research I conducted for this project. All information other than my own contribution will be fully referenced and listed in the relevant bibliography section at the rear of the project. ALL internet material must be referenced in the bibliography section. Students are required to use the Referencing Standard specified in the report template. To use other author's written or electronic work is illegal (plagiarism) and may result in disciplinary action. I agree to an electronic copy of my thesis being made publicly available on NORMA the National College of Ireland's Institutional Repository for consultation. Signature: Date: 3rd February 2020 PLEASE READ THE FOLLOWING INSTRUCTIONS AND CHECKLIST: Attach a completed copy of this sheet to each project (including multiple copies). Attach a Moodle submission receipt of the online project submission, to each project (including multiple copies). You must ensure that you retain a HARD COPY of the project, both for your own reference and in case a project is lost or mislaid. It is not sufficient to keep a copy on computer. -
Issn 2320-9186 1668
GSJ: Volume 8, Issue 8, August 2020 ISSN 2320-9186 1668 GSJ: Volume 8, Issue 8, August 2020, Online: ISSN 2320-9186 www.globalscientificjournal.com Theoretical overview of playing multiplayer video game using EEG device (Neuro Sky Mobile 2) DR. ASHRAF UDDIN,MD.SHAID HASAN PRANTO, ERSHADUL ALAM SEZAN,ABDUS SALAM NIHAL,MOSTAFIZ SHOVON ABSTRACT In this paper we proposed a multiplayer number picker game using brain computer interface (BCI). This game will be controlled by at least two or more people using NeuroSky MindWave Mobile 2. The users will advance through the game by choosing numbers through their brain. Our assumption is the game can be played by both able body or people with disability or both. This will be a simple game which may determine people’s impression and maybe helpful to other Electroencephalography (EEG) based brain computer interface devices to perform multi computational task from multiple users. In our paper we have examined different paper on BCI process using EEG devices that enabled us to learn more about multiplayer gaming advantages in the field of brain computer interface (BCI). 1. INTRODUCTION In brain computer interface it offers a non-invasive means of enabling a human to send messages and commands directly from his or her brain to a computer without moving or by wearing a simple scalp probe. Brain computer interface (BCI) provide the brain with the new output channels that depends on brain activity rather that on peripheral nerves and muscles. BCI can for example provide communication and control, in which the users intent is decoded from electrophysiological measures of brain activity. -
Longitudinal Study of Links, Linkshorteners, and Bitly Usage on Twitter Longitudinella Mätningar Av Länkar, Länkförkortare Och Bitly An- Vänding På Twitter
Linköping University | Department of Computer and Information Science Bachelor’s thesis, 16 ECTS | Link Usage 2020 | LIU-IDA/LITH-EX-G--20/001--SE Longitudinal study of links, linkshorteners, and Bitly usage on Twitter Longitudinella mätningar av länkar, länkförkortare och Bitly an- vänding på Twitter Mathilda Moström Alexander Edberg Supervisor : Niklas Carlsson Examiner : Marcus Bendtsen Linköpings universitet SE–581 83 Linköping +46 13 28 10 00 , www.liu.se Upphovsrätt Detta dokument hålls tillgängligt på Internet - eller dess framtida ersättare - under 25 år från publicer- ingsdatum under förutsättning att inga extraordinära omständigheter uppstår. Tillgång till dokumentet innebär tillstånd för var och en att läsa, ladda ner, skriva ut enstaka ko- pior för enskilt bruk och att använda det oförändrat för ickekommersiell forskning och för undervis- ning. Överföring av upphovsrätten vid en senare tidpunkt kan inte upphäva detta tillstånd. All annan användning av dokumentet kräver upphovsmannens medgivande. För att garantera äktheten, säker- heten och tillgängligheten finns lösningar av teknisk och administrativ art. Upphovsmannens ideella rätt innefattar rätt att bli nämnd som upphovsman i den omfattning som god sed kräver vid användning av dokumentet på ovan beskrivna sätt samt skydd mot att dokumentet ändras eller presenteras i sådan form eller i sådant sammanhang som är kränkande för upphovsman- nens litterära eller konstnärliga anseende eller egenart. För ytterligare information om Linköping University Electronic Press se förlagets hemsida http://www.ep.liu.se/. Copyright The publishers will keep this document online on the Internet - or its possible replacement - for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to down- load, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. -
JETIR Research Journal
© 2018 JETIR April 2018, Volume 5, Issue 4 www.jetir.org (ISSN-2349-5162) Comparative Analysis of Malicious Detection of Short URLs from Tweets 1Tareek Pattewar, 2Manish Wagh, 3Umesh Bisnariya, 4Lomesh Patil 1Assistant Professor, 2 3 4 Students Department of Information Technology R C Patel Institute of Technology, Shirpur Dist. Dhule-425405 Maharashtra, India Abstract : Online Social Networks (OSNs) have become fundamental parts of our online lives, and their popularity is increasing at a surprising rate every day. Growing popularity of Twitter has attracted the attention of attackers who attempt to manipulate the features provided by Twitter to gain some advantage, such as driving Twitter users to other websites that they post as short URLs (Uniform Resource Locators) in their tweets. Even short URLs are also used to avoid sharing overly long URLs and save limited text space in tweets. Significant numbers of URLs shared in the OSNs are shortened URLs. Despite of its potential benefits from genuine usage, attackers use shortened URLs to hide the malicious URLs, which direct users to malicious pages. Although, OSN service providers and URL shortening services utilize certain detection mechanisms to prevent malicious URLs from being shortened, research has found that they fail to do so effectively. In this paper, we developed mechanism to develop a machine learning classifier which detect malicious short URLs. And comparative analysis of detection rate with various classification algorithm, and but also with online detection on Virus Total. Index Terms - Online Social Networks, twitter, short URLs, malicious URLs, machine Learning, classification ________________________________________________________________________________________________________ I. INTRODUCTION In the age of web 2.0, information is contained in the form of webpages and shared via Online Social Networks (OSNs), emails, messages, and texts. -
Using URL Shorteners to Compare Phishing and Malware Attacks
Using URL Shorteners to Compare Phishing and Malware Attacks Sophie Le Page Guy-Vincent Jourdan Gregor v. Bochmann University of Ottawa University of Ottawa University of Ottawa [email protected] [email protected] [email protected] Jason Flood Iosif-Viorel Onut CTO Security Data Matrices IBM Centre for Advanced Studies fl[email protected] [email protected] Abstract—In this work we use URL shortener click analytics to providers such as bit.ly1 or goo.gl2, allow viewing in real time compare the life cycle of phishing and malware attacks. We have the click traffic of a given short URL, including referrers and collected over 7,000 malicious short URLs categorized as phishing countries referring it. or malware for the 2 year period covering 2016 and 2017, along with their reported date. We analyze the short URLs and find Unfortunately attackers abuse URL shortening services, that phishing attacks are most active 4 hours before the reported perhaps to mask the final destination where the victim will date, while malware attacks are most active 4 days before the land after clicking on the malicious link. In our research we reported date. We find that phishing attacks have higher click make use of the Bitly URL shortening service, reportedly the through rate with shorter timespan. Conversely malware attacks most popular service [1], [2], to analyze clicks for phishing and have lower click through rate with longer timespan. We also show the comparisons of referrers and countries from which malware attacks. By phishing attacks we mean websites that short URLs are accessed, showing in particular an increased trick a user into providing personal or financial information by use of social media to spread both kinds of attacks. -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. -
Dead.Drop: URL-Based Stealthy Messaging
dead.drop: URL-based Stealthy Messaging Georgios Kontaxis∗, Iasonas Polakis†, Michalis Polychronakis∗ and Evangelos P. Markatos† ∗Computer Science Department, Columbia University, USA {kontaxis, mikepo}@cs.columbia.edu †Institute of Computer Science, Foundation for Research and Technology – Hellas, Greece {polakis, markatos}@ics.forth.gr Abstract—In this paper we propose the use of URLs as straightforward approach is limited in terms of the amount a covert channel to relay information between two or more of data that can be encoded in each URL, due to the need parties. We render our technique practical, in terms of band- of blending in with the population of actual URLs. We width, by employing URL-shortening services to form URL chains of hidden information. We discuss the security aspects overcome such restrictions by employing URL-shortening of this technique and present proof-of-concept implementation services to form URL chains of hidden information. Multiple details along with measurements that prove the feasibility of long, information-carrying URL look-alikes are arranged our approach. and digested in reverse order, and each resulting short URL is appended to the next long URL before it is shortened. I. INTRODUCTION In the end, each short URL unwraps into an information- The Internet’s public character mandates the need for carrying long URL which contains the pointer to the next confidential communications in respect to users’ right to short URL, thereby forming a chained sequence of messages. privacy. Cryptography may not always suffice on its own, We discuss the security of our approach and present the as a user can be forced to surrender the key upon discovery details of our proof-of-concept implementation, along with of an encrypted message [1]. -
Detecting Spam Classification on Twitter Using URL Analysis, Natural Language Processing and Machine Learning
International Journal of Innovative and Emerging Research in Engineering Volume 3, Special Issue 1, ICSTSD 2016 Detecting Spam Classification on Twitter Using URL Analysis, Natural Language Processing and Machine Learning Ms Priyanka Chorey Ms. Sonika A. Chorey P.R.M.I.T.&R. Badnera, Amravati India P.R.M.I.T.& R. Badnera, Amravati, India [email protected] [email protected] Ms.Prof R.N.Sawade Ms.P.V.Mamanka P.R.M.I.T.&R. Badnera, Amravati India P.R.M.I.T.& R. Badnera, Amravati, India [email protected] [email protected] Abstract- In the present day world, people are so much downloading of malwares. Malware’s are malicious habituated to Social Networks. Because of this, it is very easy to software spread spam contents through them. One can access the details of any person very easily through these sites. No one is safe inside the social media. In this paper we are proposing an application which 2) Phishers: These are account users who spread uses an integrated approach to the spam classification in Twitter. malicious URLs through their tweets. Legitimate users The integrated approach comprises the use of URL analysis, who click on these links end up in wrong websites. This natural language processing and supervised machine learning leads to the stealing of passwords, credit card information techniques. In short, this is a three step process. In this paper we and so on. consider the problem of detecting spammers on twitter. We construct a large labeled collection of users, manually classified into 3) Adult Content Propagators: These spammers spammers and non-spammers. -
Longitudinal Measurements of Link Usage on Twitter Longitudinella Mätningar Av Länkanvändning På Twitter
Linköping University | Department of Computer and Information Science Bachelor’s thesis, 16 ECTS | Link Usage 2019 | LIU-IDA/LITH-EX-G--19/036--SE Longitudinal measurements of link usage on Twitter Longitudinella mätningar av länkanvändning på Twitter Oscar Järpehult and Martin Lindblom Supervisor : Niklas Carlsson Examiner : Markus Bendtsen Linköpings universitet SE–581 83 Linköping +46 13 28 10 00 , www.liu.se Upphovsrätt Detta dokument hålls tillgängligt på Internet - eller dess framtida ersättare - under 25 år från publicer- ingsdatum under förutsättning att inga extraordinära omständigheter uppstår. Tillgång till dokumentet innebär tillstånd för var och en att läsa, ladda ner, skriva ut enstaka ko- pior för enskilt bruk och att använda det oförändrat för ickekommersiell forskning och för undervis- ning. Överföring av upphovsrätten vid en senare tidpunkt kan inte upphäva detta tillstånd. All annan användning av dokumentet kräver upphovsmannens medgivande. För att garantera äktheten, säker- heten och tillgängligheten finns lösningar av teknisk och administrativ art. Upphovsmannens ideella rätt innefattar rätt att bli nämnd som upphovsman i den omfattning som god sed kräver vid användning av dokumentet på ovan beskrivna sätt samt skydd mot att dokumentet ändras eller presenteras i sådan form eller i sådant sammanhang som är kränkande för upphovsman- nens litterära eller konstnärliga anseende eller egenart. För ytterligare information om Linköping University Electronic Press se förlagets hemsida http://www.ep.liu.se/. Copyright The publishers will keep this document online on the Internet - or its possible replacement - for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to down- load, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. -
Video Games and English As a Second Language •
Video Games and English as a Second Language The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico • Kenneth S. Horowitz The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communi- cation skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic and intermediate English-as-a- second-language (ESL) college students in Puerto Rico. The results indicated a statistically significant relationship between them, supporting previous studies that establish a relationship between online multiplayer video game play and increased confidence and lowered anxiety about using English among second-language learners. Key words: affective filter; communica- tive anxiety (CA); English as a second language (ESL); massive multiplayer online role-playing games (MMORPG); willingness to communicate (WTC) As technology improves and online connectivity pervades many aspects of daily life, the ability to interact with others online grows more and more common- place. Text messaging and the use of social media have become standard means of communication for many individuals, and this level of connectivity carries over to video games. Online multiplayer video gaming is more popular now than ever before, thanks in part to the incredible strides game consoles and home computers have achieved in making online interactions smooth and acces- sible. More than half of those who play video games (53 percent) do so with others, spending more than six hours per week playing online (ESA 2017).