23,387 research outputs found

    Chip and Skim: cloning EMV cards with the pre-play attack

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    EMV, also known as "Chip and PIN", is the leading system for card payments worldwide. It is used throughout Europe and much of Asia, and is starting to be introduced in North America too. Payment cards contain a chip so they can execute an authentication protocol. This protocol requires point-of-sale (POS) terminals or ATMs to generate a nonce, called the unpredictable number, for each transaction to ensure it is fresh. We have discovered that some EMV implementers have merely used counters, timestamps or home-grown algorithms to supply this number. This exposes them to a "pre-play" attack which is indistinguishable from card cloning from the standpoint of the logs available to the card-issuing bank, and can be carried out even if it is impossible to clone a card physically (in the sense of extracting the key material and loading it into another card). Card cloning is the very type of fraud that EMV was supposed to prevent. We describe how we detected the vulnerability, a survey methodology we developed to chart the scope of the weakness, evidence from ATM and terminal experiments in the field, and our implementation of proof-of-concept attacks. We found flaws in widely-used ATMs from the largest manufacturers. We can now explain at least some of the increasing number of frauds in which victims are refused refunds by banks which claim that EMV cards cannot be cloned and that a customer involved in a dispute must therefore be mistaken or complicit. Pre-play attacks may also be carried out by malware in an ATM or POS terminal, or by a man-in-the-middle between the terminal and the acquirer. We explore the design and implementation mistakes that enabled the flaw to evade detection until now: shortcomings of the EMV specification, of the EMV kernel certification process, of implementation testing, formal analysis, or monitoring customer complaints. Finally we discuss countermeasures

    Detection of Deception in a Virtual World

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    This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text, deception by avoidance, and large-scale deception in game-external modes. Each case study is analyzed in terms of how the affordances of the medium enabled or hampered deception as well as how the members of the community ultimately detected the deception. The ramifications of deception on the community are discussed, as well as the need for researchers to have a deep community knowledge when attempting to understand the role of deception in a complex society. Finally, recommendations are given for assessment of behavior in virtual worlds and the unique considerations that investigators must give to the rules and procedures of online communities.</jats:p

    The Politics of/in blogging in Iran

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