199 research outputs found
BotSwindler: Tamper Resistant Injection of Believable Decoys in VM-Based Hosts for Crimeware Detection
We introduce BotSwindler, a bait injection system designed to delude and detect crimeware by forcing it to reveal during the exploitation of monitored information. The implementation of BotSwindler relies upon an out-of-host software agent that drives user-like interactions in a virtual machine, seeking to convince malware residing within the guest OS that it has captured legitimate credentials. To aid in the accuracy and realism of the simulations, we propose a low overhead approach, called virtual machine verification, for verifying whether the guest OS is in one of a predefined set of states. We present results from experiments with real credential-collecting malware that demonstrate the injection of monitored financial bait for detecting compromises. Additionally, using a computational analysis and a user study, we illustrate the believability of the simulations and we demonstrate that they are sufficiently human-like. Finally, we provide results from performance measurements to show our approach does not impose a performance burden
A taxonomy of attacks and a survey of defence mechanisms for semantic social engineering attacks
Social engineering is used as an umbrella term for a broad spectrum of computer exploitations that employ a variety of attack vectors and strategies to psychologically manipulate a user. Semantic attacks are the specific type of social engineering attacks that bypass technical defences by actively manipulating object characteristics, such as platform or system applications, to deceive rather than directly attack the user. Commonly observed examples include obfuscated URLs, phishing emails, drive-by downloads, spoofed web- sites and scareware to name a few. This paper presents a taxonomy of semantic attacks, as well as a survey of applicable defences. By contrasting the threat landscape and the associated mitigation techniques in a single comparative matrix, we identify the areas where further research can be particularly beneficial
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Design and Analysis of Decoy Systems for Computer Security
This dissertation is aimed at defending against a range of internal threats, including eaves-dropping on network taps, placement of malware to capture sensitive information, and general insider threats to exfiltrate sensitive information. Although the threats and adversaries may vary, in each context where a system is threatened, decoys can be used to deny critical information to adversaries making it harder for them to achieve their target goal. The approach leverages deception and the use of decoy technologies to deceive adversaries and trap nefarious acts. This dissertation proposes a novel set of properties for decoys to serve as design goals in the development of decoy-based infrastructures. To demonstrate their applicability, we designed and prototyped network and host-based decoy systems. These systems are used to evaluate the hypothesis that network and host decoys can be used to detect inside attackers and malware. We introduce a novel, large-scale automated creation and management system for deploying decoys. Decoys may be created in various forms including bogus documents with embedded beacons, credentials for various web and email accounts, and bogus financial in- formation that is monitored for misuse. The decoy management system supplies decoys for the network and host-based decoy systems. We conjecture that the utility of the decoys depends on the believability of the bogus information; we demonstrate the believability through experimentation with human judges. For the network decoys, we developed a novel trap-based architecture for enterprise networks that detects "silent" attackers who are eavesdropping network traffic. The primary contributions of this system is the ease of injecting, automatically, large amounts of believable bait, and the integration of various detection mechanisms in the back-end. We demonstrate our methodology in a prototype platform that uses our decoy injection API to dynamically create and dispense network traps on a subset of our campus wireless network. We present results of a user study that demonstrates the believability of our automatically generated decoy traffic. We present results from a statistical and information theoretic analysis to show the believability of the traffic when automated tools are used. For host-based decoys, we introduce BotSwindler, a novel host-based bait injection sys- tem designed to delude and detect crimeware by forcing it to reveal itself during the ex- ploitation of monitored information. Our implementation of BotSwindler relies upon an out-of-host software agent to drive user-like interactions in a virtual machine, seeking to convince malware residing within the guest OS that it has captured legitimate credentials. To aid in the accuracy and realism of the simulations, we introduce a novel, low overhead approach, called virtual machine verification, for verifying whether the guest OS is in one of a predefined set of states. We provide empirical evidence to show that BotSwindler can be used to induce malware into performing observable actions and demonstrate how this approach is superior to that used in other tools. We present results from a user to study to illustrate the believability of the simulations and show that financial bait infor- mation can be used to effectively detect compromises through experimentation with real credential-collecting malware. We present results from a statistical and information theo- retic analysis to show the believability of simulated keystrokes when automated tools are used to distinguish them. Finally, we introduce and demonstrate an expanded role for decoys in educating users and measuring organizational security through experiments with approximately 4000 university students and staff
Uncovering the Hidden Cognitive Processes and Underlying Dynamics of Deception
This dissertation examines the processing demands associated with motor responding and verbal statements during deceptive (or deceptive-like) behavior. In the first set of studies presented in Chapter 2, participants motor movements in a false response paradigm revealed signatures of competition with the truth. In a second set of studies presented in Chapter 3, deceptive participants used language that reflected cognitive and social demands inherent to various types of deception. In evaluating both motor and verbal cues, this dissertation provides a comprehensive, multi-modal approach to better understanding the cognitive processes underlying deception. in conducting the motor responding studies, participants\u27 arm movements were analyzed as they navigated a motor tracking device (computer-mouse, Nintendo Wiimote). To visually co-present response options, where the true option acts as a competitor to a false target. In an initial study, competition during deceptive responding was shown to be much greater than during truthful responding. In two follow-up studies, the introduction of various task-based cognitive demands was shown to systematically modulate response performance. Specifically, these studies suggest that an intention to false respond early in question presentation will amplify competition effects, and that false responding to information in autobiographical memory is much more difficult than responding to information in general semantic memory. In the studies analyzing verbal statements, the focus is turned to large-scale linguistic analyses using automated natural language processing tools. In the first study, changes in language use were identifed between deceptive and truthful narratives using six psychologically relevant categories. A major finding was that the language of deception is adapted to faciliate ease of cognitive processing. In a second study, the indicative phrasing and semantic content of deceptive texts was extracted using a contrastive corpus analysis, whereby indicative features are defined by frequent use in one corpus while being infrequent in a comparative corpus. Two contexts of deception were evaluated. In the first context of computer-mediated conversations, decievers used a range of unique thematic elements, as in avoiding personal involvement in their narrative accounts. In the second context of attitudes towards abortion, unique thematic elements once again emerged; for example, participants tended to position their arguments in terms of formal law
Measuring Information Security Awareness Efforts in Social Networking Sites – A Proactive Approach
For Social Network Sites to determine the effectiveness of their Information Security Awareness (ISA) techniques, many measurement and evaluation techniques are now in place to ensure controls are working as intended. While these techniques are inexpensive, they are all incident- driven as they are based on the occurrence of incident(s). Additionally, they do not present a true reflection of ISA since cyber-incidents are hardly reported. They are therefore adjudged to be post-mortem and risk permissive, the limitations that are inacceptable in industries where incident tolerance level is low. This paper aims at employing a non-incident statistic approach to measure ISA efforts. Using an object- oriented programming approach, PhP is employed as the coding language with MySQL database engine at the back-end to develop sOcialistOnline – a Social Network Sites (SNS) fully secured with multiple ISA techniques. Rather than evaluating the effectiveness of ISA efforts by success of attacks or occurrence of an event, password scanning is implemented to proactively measure the effects of ISA techniques in sOcialistOnline. Thus, measurement of ISA efforts is shifted from detective and corrective to preventive and anticipatory paradigms which are the best forms of information security approach
Trusted Artificial Intelligence in Manufacturing; Trusted Artificial Intelligence in Manufacturing
The successful deployment of AI solutions in manufacturing environments hinges on their security, safety and reliability which becomes more challenging in settings where multiple AI systems (e.g., industrial robots, robotic cells, Deep Neural Networks (DNNs)) interact as atomic systems and with humans. To guarantee the safe and reliable operation of AI systems in the shopfloor, there is a need to address many challenges in the scope of complex, heterogeneous, dynamic and unpredictable environments. Specifically, data reliability, human machine interaction, security, transparency and explainability challenges need to be addressed at the same time. Recent advances in AI research (e.g., in deep neural networks security and explainable AI (XAI) systems), coupled with novel research outcomes in the formal specification and verification of AI systems provide a sound basis for safe and reliable AI deployments in production lines. Moreover, the legal and regulatory dimension of safe and reliable AI solutions in production lines must be considered as well. To address some of the above listed challenges, fifteen European Organizations collaborate in the scope of the STAR project, a research initiative funded by the European Commission in the scope of its H2020 program (Grant Agreement Number: 956573). STAR researches, develops, and validates novel technologies that enable AI systems to acquire knowledge in order to take timely and safe decisions in dynamic and unpredictable environments. Moreover, the project researches and delivers approaches that enable AI systems to confront sophisticated adversaries and to remain robust against security attacks. This book is co-authored by the STAR consortium members and provides a review of technologies, techniques and systems for trusted, ethical, and secure AI in manufacturing. The different chapters of the book cover systems and technologies for industrial data reliability, responsible and transparent artificial intelligence systems, human centered manufacturing systems such as human-centred digital twins, cyber-defence in AI systems, simulated reality systems, human robot collaboration systems, as well as automated mobile robots for manufacturing environments. A variety of cutting-edge AI technologies are employed by these systems including deep neural networks, reinforcement learning systems, and explainable artificial intelligence systems. Furthermore, relevant standards and applicable regulations are discussed. Beyond reviewing state of the art standards and technologies, the book illustrates how the STAR research goes beyond the state of the art, towards enabling and showcasing human-centred technologies in production lines. Emphasis is put on dynamic human in the loop scenarios, where ethical, transparent, and trusted AI systems co-exist with human workers. The book is made available as an open access publication, which could make it broadly and freely available to the AI and smart manufacturing communities
Enhancing trustability in MMOGs environments
Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds
(VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more
autonomic, security, and trust mechanisms in a way similar to humans do in the real
life world. As known, this is a difficult matter because trusting in humans and organizations
depends on the perception and experience of each individual, which is difficult to
quantify or measure. In fact, these societal environments lack trust mechanisms similar
to those involved in humans-to-human interactions. Besides, interactions mediated
by compute devices are constantly evolving, requiring trust mechanisms that keep the
pace with the developments and assess risk situations.
In VW/MMOGs, it is widely recognized that users develop trust relationships from their
in-world interactions with others. However, these trust relationships end up not being
represented in the data structures (or databases) of such virtual worlds, though they
sometimes appear associated to reputation and recommendation systems. In addition,
as far as we know, the user is not provided with a personal trust tool to sustain his/her
decision making while he/she interacts with other users in the virtual or game world.
In order to solve this problem, as well as those mentioned above, we propose herein a
formal representation of these personal trust relationships, which are based on avataravatar
interactions. The leading idea is to provide each avatar-impersonated player
with a personal trust tool that follows a distributed trust model, i.e., the trust data is
distributed over the societal network of a given VW/MMOG.
Representing, manipulating, and inferring trust from the user/player point of view certainly
is a grand challenge. When someone meets an unknown individual, the question
is “Can I trust him/her or not?”. It is clear that this requires the user to have access to
a representation of trust about others, but, unless we are using an open source VW/MMOG,
it is difficult —not to say unfeasible— to get access to such data. Even, in an open
source system, a number of users may refuse to pass information about its friends, acquaintances,
or others. Putting together its own data and gathered data obtained from
others, the avatar-impersonated player should be able to come across a trust result
about its current trustee. For the trust assessment method used in this thesis, we use
subjective logic operators and graph search algorithms to undertake such trust inference
about the trustee. The proposed trust inference system has been validated using
a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy
increase in evaluating trustability of avatars.
Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its
trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g.,
graph search methods), on an individual basis, rather than based on usual centralized
reputation systems. In particular, and unlike other trust discovery methods, our methods
run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft),
mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo,
Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de
assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos
utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em
seres humanos e ou organizações depende da percepção e da experiĂŞncia de cada indivĂduo,
o que Ă© difĂcil de quantificar ou medir Ă partida. Na verdade, esses ambientes
sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais.
Além disso, as interacções mediadas por dispositivos computacionais estão em
constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da
evolução para avaliar situações de risco.
Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações
de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações
de confiança acabam por não ser representadas nas estruturas de dados (ou bases
de dados) do VW/MMOG especĂfico, embora Ă s vezes apareçam associados Ă reputação
e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe
é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual
para sustentar o seu processo de tomada de decisĂŁo, enquanto ele interage com outros
utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como
os mencionados acima, propomos nesta tese uma representação formal para essas relações
de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal
é fornecer a cada jogador representado por um avatar uma ferramenta de confiança
pessoal que segue um modelo de confiança distribuĂda, ou seja, os dados de confiança
sĂŁo distribuĂdos atravĂ©s da rede social de um determinado VW/MMOG.
Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente
um grande desafio. Quando alguĂ©m encontra um indivĂduo desconhecido, a
pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha
acesso a uma representação de confiança sobre os outros, mas, a menos que possamos
usar uma plataforma VW/MMOG de cĂłdigo aberto, Ă© difĂcil — para nĂŁo dizer impossĂvel
— obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código
aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos,
conhecidos, ou sobre outros. Ao juntar seus prĂłprios dados com os dados obtidos de
outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma
avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir.
Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos
lógica subjectiva para a representação da confiança, e também operadores lógicos da
lĂłgica subjectiva juntamente com algoritmos de procura em grafos para empreender
o processo de inferência da confiança relativamente a outro utilizador. O sistema de
inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da
confiança de avatares.
Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos
virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a
lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo,
através de métodos de pesquisa em grafos), partindo de uma base individual, em
vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao
contrário de outros métodos de determinação do grau de confiança, os nossos métodos
sĂŁo executados em tempo real
Free-text keystroke dynamics authentication with a reduced need for training and language independency
This research aims to overcome the drawback of the large amount of training data required
for free-text keystroke dynamics authentication. A new key-pairing method, which is based
on the keyboard’s key-layout, has been suggested to achieve that. The method extracts
several timing features from specific key-pairs. The level of similarity between a user’s
profile data and his or her test data is then used to decide whether the test data was provided
by the genuine user. The key-pairing technique was developed to use the smallest amount of
training data in the best way possible which reduces the requirement for typing long text in
the training stage. In addition, non-conventional features were also defined and extracted
from the input stream typed by the user in order to understand more of the users typing
behaviours. This helps the system to assemble a better idea about the user’s identity from the
smallest amount of training data. Non-conventional features compute the average of users
performing certain actions when typing a whole piece of text. Results were obtained from the
tests conducted on each of the key-pair timing features and the non-conventional features,
separately. An FAR of 0.013, 0.0104 and an FRR of 0.384, 0.25 were produced by the timing
features and non-conventional features, respectively. Moreover, the fusion of these two
feature sets was utilized to enhance the error rates. The feature-level fusion thrived to reduce
the error rates to an FAR of 0.00896 and an FRR of 0.215 whilst decision-level fusion
succeeded in achieving zero FAR and FRR. In addition, keystroke dynamics research suffers
from the fact that almost all text included in the studies is typed in English. Nevertheless, the
key-pairing method has the advantage of being language-independent. This allows for it to be
applied on text typed in other languages. In this research, the key-pairing method was applied
to text in Arabic. The results produced from the test conducted on Arabic text were similar to
those produced from English text. This proves the applicability of the key-pairing method on
a language other than English even if that language has a completely different alphabet and
characteristics. Moreover, experimenting with texts in English and Arabic produced results
showing a direct relation between the users’ familiarity with the language and the
performance of the authentication system
Multimodal Biometric Systems for Personal Identification and Authentication using Machine and Deep Learning Classifiers
Multimodal biometrics, using machine and deep learning, has recently gained interest over single biometric modalities. This interest stems from the fact that this technique improves recognition and, thus, provides more security. In fact, by combining the abilities of single biometrics, the fusion of two or more biometric modalities creates a robust recognition system that is resistant to the flaws of individual modalities. However, the excellent recognition of multimodal systems depends on multiple factors, such as the fusion scheme, fusion technique, feature extraction techniques, and classification method.
In machine learning, existing works generally use different algorithms for feature extraction of modalities, which makes the system more complex. On the other hand, deep learning, with its ability to extract features automatically, has made recognition more efficient and accurate. Studies deploying deep learning algorithms in multimodal biometric systems tried to find a good compromise between the false acceptance and the false rejection rates (FAR and FRR) to choose the threshold in the matching step. This manual choice is not optimal and depends on the expertise of the solution designer, hence the need to automatize this step. From this perspective, the second part of this thesis details an end-to-end CNN algorithm with an automatic matching mechanism.
This thesis has conducted two studies on face and iris multimodal biometric recognition. The first study proposes a new feature extraction technique for biometric systems based on machine learning. The iris and facial features extraction is performed using the Discrete Wavelet Transform (DWT) combined
with the Singular Value Decomposition (SVD). Merging the relevant characteristics of the two modalities is used to create a pattern for an individual in the dataset. The experimental results show the robustness of our proposed technique and the efficiency when using the same feature extraction technique for both modalities. The proposed method outperformed the state-of-the-art and gave an accuracy of 98.90%.
The second study proposes a deep learning approach using DensNet121 and FaceNet for iris and faces multimodal recognition using feature-level fusion and a new automatic matching technique. The proposed automatic matching approach does not use the threshold to ensure a better compromise between performance and FAR and FRR errors. However, it uses a trained multilayer perceptron (MLP) model that allows people’s automatic classification into two classes: recognized and unrecognized. This platform ensures an accurate and fully automatic process of multimodal recognition. The results obtained by the DenseNet121-FaceNet model by adopting feature-level fusion and automatic matching are very satisfactory. The proposed deep learning models give 99.78% of accuracy, and 99.56% of precision, with 0.22% of FRR and without FAR errors.
The proposed and developed platform solutions in this thesis were tested and vali- dated in two different case studies, the central pharmacy of Al-Asria Eye Clinic in Dubai and the Abu Dhabi Police General Headquarters (Police GHQ). The solution allows fast identification of the persons authorized to access the different rooms. It thus protects the pharmacy against any medication abuse and the red zone in the military zone against the unauthorized use of weapons
Moving out from the focus:Exploring gaze interaction design in games
Eye trackers have become an aordable and compelling input device for game interaction that is targeting the PC gaming community. The number of games adopting gaze input for in-game interaction has rapidly increased over the years with examples in mainstream game franchises. However, games have focused on integrating gaze input on top of fully functional games, utilising gaze as a pointing device and a tool for eciency; e.g. for the faster selection of game objects the player looks at to improve their performance. We deem this is limiting because the use of gaze is obvious, it does not harvest the full potential and richness of the eyes, and only considers that players look at game elements to interact with them. Accordingly, this thesis investigates new opportunities for gaze in games by exploring gaze concepts that challenge the interaction metaphor "what you look at is what you get" to propose adopting "not looking" gaze interactions that reflect what we can do with our eyes. Three playful concepts stem out from this principle: (1) playing with tension; (2) playing with peripheral vision; and (3) playing without looking. We operationalise each concept with game prototypes that pose different challenges based on visual attention, perception in the wider visual eld, and the ability to move the eyes with the eyelids closed. These demonstrate that ideas tested playfully can lead to useful solutions. Finally, we look across our work to distil guidelines to design with "not looking" interactions, the use of dramatisation to support the integration of gaze interaction in the game, and the exploration of interactive experiences only possible when taking input from the eyes. We aim to inspire the future of gaze-enabled games with new directions by proposing that there is more to the eyes than where players look
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