106 research outputs found

    Detecting Phishing Sites Using ChatGPT

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    The rise of large language models (LLMs) has had a significant impact on various domains, including natural language processing and artificial intelligence. While LLMs such as ChatGPT have been extensively researched for tasks such as code generation and text synthesis, their application in detecting malicious web content, particularly phishing sites, has been largely unexplored. To combat the rising tide of automated cyber attacks facilitated by LLMs, it is imperative to automate the detection of malicious web content, which requires approaches that leverage the power of LLMs to analyze and classify phishing sites. In this paper, we propose a novel method that utilizes ChatGPT to detect phishing sites. Our approach involves leveraging a web crawler to gather information from websites and generate prompts based on this collected data. This approach enables us to detect various phishing sites without the need for fine-tuning machine learning models and identify social engineering techniques from the context of entire websites and URLs. To evaluate the performance of our proposed method, we conducted experiments using a dataset. The experimental results using GPT-4 demonstrated promising performance, with a precision of 98.3% and a recall of 98.4%. Comparative analysis between GPT-3.5 and GPT-4 revealed an enhancement in the latter's capability to reduce false negatives. These findings not only highlight the potential of LLMs in efficiently identifying phishing sites but also have significant implications for enhancing cybersecurity measures and protecting users from the dangers of online fraudulent activities

    Usability engineering for code-based multi-factor authentication

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    The increase in the use of online banking and other alternative banking channels has led to improved flexibility for customers but also an increase in the amount of fraud across these channels. The industry recommendation for banks and other financial institutions is to use multi-factor customer authentication to reduce the risk of identity theft and fraud for those choosing to use such banking channels. There are few multi-factor authentication solutions available for banks to use that offer a convenient security procedure across all banking channels. The CodeSure card presented in this research is such a device offering a convenient, multi-channel, two-factor code-based security solution based on the ubiquitous Chip-and-PIN bank card. In order for the CodeSure card to find acceptance as a usable security solution, it must be shown to be easy to use and it must also be easy for customers to understand what they are being asked to do, and how they can achieve it. This need for a usability study forms the basis of the research reported here. The CodeSure card is also shown to play a role in combating identity theft. With the growing popularity of online channels, this research also looks at the threat of phishing and malware, and awareness of users about these threats. Many banks have ceased the use of email as a means to communicate with their customers as a result of the phishing threat, and an investigation into using the CodeSure card's reverse (sender) authentication mode is explored as a potential solution in regaining trust in the email channel and reintroducing it as a means for the bank to communicate with its customers. In the 8 experiments presented in this study the CodeSure card was rated acceptably high in terms of mean usability. Overall, the research reported here is offered in support of the thesis that a usable security solution predicated on code-based multi-factor authentication will result in tangible improvements to actual security levels in banking and eCommerce services, and that the CodeSure card as described here can form the basis of such a usable security solution

    Counteracting phishing through HCI

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    Computer security is a very technical topic that is in many cases hard to grasp for the average user. Especially when using the Internet, the biggest network connecting computers globally together, security and safety are important. In many cases they can be achieved without the user's active participation: securely storing user and customer data on Internet servers is the task of the respective company or service provider, but there are also a lot of cases where the user is involved in the security process, especially when he or she is intentionally attacked. Socially engineered phishing attacks are such a security issue were users are directly attacked to reveal private data and credentials to an unauthorized attacker. These types of attacks are the main focus of the research presented within my thesis. I have a look at how these attacks can be counteracted by detecting them in the first place but also by mediating these detection results to the user. In prior research and development these two areas have most often been regarded separately, and new security measures were developed without taking the final step of interacting with the user into account. This interaction mainly means presenting the detection results and receiving final decisions from the user. As an overarching goal within this thesis I look at these two aspects united, stating the overall protection as the sum of detection and "user intervention". Within nine different research projects about phishing protection this thesis gives answers to ten different research questions in the areas of creating new phishing detectors (phishing detection) and providing usable user feedback for such systems (user intervention): The ten research questions cover five different topics in both areas from the definition of the respective topic over ways how to measure and enhance the areas to finally reasoning about what is making sense. The research questions have been chosen to cover the range of both areas and the interplay between them. They are mostly answered by developing and evaluating different prototypes built within the projects that cover a range of human-centered detection properties and evaluate how well these are suited for phishing detection. I also take a look at different possibilities for user intervention (e.g. how should a warning look like? should it be blocking or non-blocking or perhaps even something else?). As a major contribution I finally present a model that combines phishing detection and user intervention and propose development and evaluation recommendations for similar systems. The research results show that when developing security detectors that yield results being relevant for end users such a detector can only be successful in case the final user feedback already has been taken into account during the development process.Sicherheit rund um den Computer ist ein, für den durchschnittlichen Benutzer schwer zu verstehendes Thema. Besonders, wenn sich die Benutzer im Internet - dem größten Netzwerk unserer Zeit - bewegen, ist die technische und persönliche Sicherheit der Benutzer extrem wichtig. In vielen Fällen kann diese ohne das Zutun des Benutzers erreicht werden. Datensicherheit auf Servern zu garantieren obliegt den Dienstanbietern, ohne dass eine aktive Mithilfe des Benutzers notwendig ist. Es gibt allerdings auch viele Fälle, bei denen der Benutzer Teil des Sicherheitsprozesses ist, besonders dann, wenn er selbst ein Opfer von Attacken wird. Phishing Attacken sind dabei ein besonders wichtiges Beispiel, bei dem Angreifer versuchen durch soziale Manipulation an private Daten des Nutzers zu gelangen. Diese Art der Angriffe stehen im Fokus meiner vorliegenden Arbeit. Dabei werfe ich einen Blick darauf, wie solchen Attacken entgegen gewirkt werden kann, indem man sie nicht nur aufspürt, sondern auch das Ergebnis des Erkennungsprozesses dem Benutzer vermittelt. Die bisherige Forschung und Entwicklung betrachtete diese beiden Bereiche meistens getrennt. Dabei wurden Sicherheitsmechanismen entwickelt, ohne den finalen Schritt der Präsentation zum Benutzer hin einzubeziehen. Dies bezieht sich hauptsächlich auf die Präsentation der Ergebnisse um dann den Benutzer eine ordnungsgemäße Entscheidung treffen zu lassen. Als übergreifendes Ziel dieser Arbeit betrachte ich diese beiden Aspekte zusammen und postuliere, dass Benutzerschutz die Summe aus Problemdetektion und Benutzerintervention' ("user intervention") ist. Mit Hilfe von neun verschiedenen Forschungsprojekten über Phishingschutz beantworte ich in dieser Arbeit zehn Forschungsfragen über die Erstellung von Detektoren ("phishing detection") und das Bereitstellen benutzbaren Feedbacks für solche Systeme ("user intervention"). Die zehn verschiedenen Forschungsfragen decken dabei jeweils fünf verschiedene Bereiche ab. Diese Bereiche erstrecken sich von der Definition des entsprechenden Themas über Messmethoden und Verbesserungsmöglichkeiten bis hin zu Überlegungen über das Kosten-Nutzen-Verhältnis. Dabei wurden die Forschungsfragen so gewählt, dass sie die beiden Bereiche breit abdecken und auf die Abhängigkeiten zwischen beiden Bereichen eingegangen werden kann. Die Forschungsfragen werden hauptsächlich durch das Schaffen verschiedener Prototypen innerhalb der verschiedenen Projekte beantwortet um so einen großen Bereich benutzerzentrierter Erkennungsparameter abzudecken und auszuwerten wie gut diese für die Phishingerkennung geeignet sind. Außerdem habe ich mich mit den verschiedenen Möglichkeiten der Benutzerintervention befasst (z.B. Wie sollte eine Warnung aussehen? Sollte sie Benutzerinteraktion blockieren oder nicht?). Ein weiterer Hauptbeitrag ist schlussendlich die Präsentation eines Modells, dass die Entwicklung von Phishingerkennung und Benutzerinteraktionsmaßnahmen zusammenführt und anhand dessen dann Entwicklungs- und Analyseempfehlungen für ähnliche Systeme gegeben werden. Die Forschungsergebnisse zeigen, dass Detektoren im Rahmen von Computersicherheitsproblemen die eine Rolle für den Endnutzer spielen nur dann erfolgreich entwickelt werden können, wenn das endgültige Benutzerfeedback bereits in den Entwicklungsprozesses des Detektors einfließt

    Guidelines for cybersecurity education campaigns

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    In our technology- and information-infused world, cyberspace is an integral part of modern-day society. As the number of active cyberspace users increases, so too does the chances of a cyber threat finding a vulnerable target increase. All cyber users who are exposed to cyber risks need to be educated about cyber security. Human beings play a key role in the implementation and governing of an entire cybersecurity and cybersafety solution. The effectiveness of any cybersecurity and cybersafety solutions in a societal or individual context is dependent on the human beings involved in the process. If these human beings are either unaware or not knowledgeable about their roles in the security solution they become the weak link in these cybersecurity solutions. It is essential that all users be educated to combat any threats. Children are a particularly vulnerable subgroup within society. They are digital natives and make use of ICT, and online services with increasing frequency, but this does not mean they are knowledgeable about or behaving securely in their cyber activities. Children will be exposed to cyberspace throughout their lifetimes. Therefore, cybersecurity and cybersafety should be taught to children as a life-skill. There is a lack of well-known, comprehensive cybersecurity and cybersafety educational campaigns which target school children. Most existing information security and cybersecurity education campaigns limit their scope. Literature reports mainly on education campaigns focused on primary businesses, government agencies and tertiary education institutions. Additionally, most guidance for the design and implementation of security and safety campaigns: are for an organisational context, only target organisational users, and mostly provide high-level design recommendations. This thesis addressed the lack of guidance for designing and implementing cybersecurity and cybersafety educational campaigns suited to school learners as a target audience. The thesis aimed to offer guidance for designing and implementing education campaigns that educate school learners about cybersecurity and cybersafety. This was done through the implementation of an action research process over a five-year period. The action research process involved cybersecurity and cybersafety educational interventions at multiple schools. A total of 18 actionable guidelines were derived from this research to guide the design and implementation of cybersecurity and cybersafety education campaigns which aim to educate school children

    The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions

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    The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution

    Cyber Law and Espionage Law as Communicating Vessels

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    Professor Lubin\u27s contribution is Cyber Law and Espionage Law as Communicating Vessels, pp. 203-225. Existing legal literature would have us assume that espionage operations and “below-the-threshold” cyber operations are doctrinally distinct. Whereas one is subject to the scant, amorphous, and under-developed legal framework of espionage law, the other is subject to an emerging, ever-evolving body of legal rules, known cumulatively as cyber law. This dichotomy, however, is erroneous and misleading. In practice, espionage and cyber law function as communicating vessels, and so are better conceived as two elements of a complex system, Information Warfare (IW). This paper therefore first draws attention to the similarities between the practices – the fact that the actors, technologies, and targets are interchangeable, as are the knee-jerk legal reactions of the international community. In light of the convergence between peacetime Low-Intensity Cyber Operations (LICOs) and peacetime Espionage Operations (EOs) the two should be subjected to a single regulatory framework, one which recognizes the role intelligence plays in our public world order and which adopts a contextual and consequential method of inquiry. The paper proceeds in the following order: Part 2 provides a descriptive account of the unique symbiotic relationship between espionage and cyber law, and further explains the reasons for this dynamic. Part 3 places the discussion surrounding this relationship within the broader discourse on IW, making the claim that the convergence between EOs and LICOs, as described in Part 2, could further be explained by an even larger convergence across all the various elements of the informational environment. Parts 2 and 3 then serve as the backdrop for Part 4, which details the attempt of the drafters of the Tallinn Manual 2.0 to compartmentalize espionage law and cyber law, and the deficits of their approach. The paper concludes by proposing an alternative holistic understanding of espionage law, grounded in general principles of law, which is more practically transferable to the cyber realmhttps://www.repository.law.indiana.edu/facbooks/1220/thumbnail.jp

    Phishing within e-commerce: reducing the risk, increasing the trust

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    E-Commerce has been plagued with problems since its inception and this study examines one of these problems: The lack of user trust in E-Commerce created by the risk of phishing. Phishing has grown exponentially together with the expansion of the Internet. This growth and the advancement of technology has not only benefited honest Internet users, but has enabled criminals to increase their effectiveness which has caused considerable damage to this budding area of commerce. Moreover, it has negatively impacted both the user and online business in breaking down the trust relationship between them. In an attempt to explore this problem, the following was considered: First, E-Commerce’s vulnerability to phishing attacks. By referring to the Common Criteria Security Model, various critical security areas within E-Commerce are identified, as well as the areas of vulnerability and weakness. Second, the methods and techniques used in phishing, such as phishing e-mails, websites and addresses, distributed attacks and redirected attacks, as well as the data that phishers seek to obtain, are examined. Furthermore, the way to reduce the risk of phishing and in turn increase the trust between users and websites is identified. Here the importance of Trust and the Uncertainty Reduction Theory plus the fine balance between trust and control is explored. Finally, the study presents Critical Success Factors that aid in phishing prevention and control, these being: User Authentication, Website Authentication, E-mail Authentication, Data Cryptography, Communication, and Active Risk Mitigation

    A personality-based behavioural model: Susceptibility to phishing on social networking sites

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    The worldwide popularity of social networking sites (SNSs) and the technical features they offer users have created many opportunities for malicious individuals to exploit the behavioral tendencies of their users via social engineering tactics. The self-representation and social interactions on SNSs encourage users to reveal their personalities in a way which characterises their behaviour. Frequent engagement on SNSs may also reinforce the performance of certain activities, such as sharing and clicking on links, at a “habitual” level on these sites. Subsequently, this may also influence users to overlook phishing posts and messages on SNSs and thus not apply sufficient cognitive effort in their decision-making. As users do not expect phishing threats on these sites, they may become accustomed to behaving in this manner which may consequently put them at risk of such attacks. Using an online survey, primary data was collected from 215 final-year undergraduate students. Employing structural equation modelling techniques, the associations between the Big Five personality traits, habits and information processing were examined with the aim to identify users susceptible to phishing on SNSs. Moreover, other behavioural factors such as social norms, computer self-efficacy and perceived risk were examined in terms of their influence on phishing susceptibility. The results of the analysis revealed the following key findings: 1) users with the personality traits of extraversion, agreeableness and neuroticism are more likely to perform habitual behaviour, while conscientious users are least likely; 2) users who perform certain behaviours out of habit are directly susceptible to phishing attacks; 3) users who behave out of habit are likely to apply a heuristic mode of processing and are therefore more susceptible to phishing attacks on SNSs than those who apply systematic processing; 4) users with higher computer self-efficacy are less susceptible to phishing; and 5) users who are influenced by social norms are at greater risk of phishing. This study makes a contribution to scholarship and to practice, as it is the first empirical study to investigate, in one comprehensive model, the relationship between personality traits, habit and their effect on information processing which may influence susceptibility to phishing on SNSs. The findings of this study may assist organisations in the customisation of an individual anti-phishing training programme to target specific dispositional factors in vulnerable users. By using a similar instrument to the one used in this study, pre-assessments could determine and classify certain risk profiles that make users vulnerable to phishing attacks.Thesis (PhD) -- Faculty of Commerce, Information Systems, 202

    Advertising in computer games

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006.Includes bibliographical references (leaves [67]-[74]).This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to offer recommendations on the relative advantages of in-game advertising. The paper also contains a brief historical review of in-game advertising, and descriptions of currently available and emerging advertising formats. Keywords: Advertising, marketing, branding, product placement, branded entertainment, networks, computer games, video games, virtual worlds.by Ilya Vedrashko.S.M
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