198 research outputs found

    Network Analysis of Recurring YouTube Spam Campaigns

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    As the popularity of content sharing websites such as YouTube and Flickr has increased, they have become targets for spam, phishing and the distribution of malware. On YouTube, the facility for users to post comments can be used by spam campaigns to direct unsuspecting users to bogus e-commerce websites. In this paper, we demonstrate how such campaigns can be tracked over time using network motif profiling, i.e. by tracking counts of indicative network motifs. By considering all motifs of up to five nodes, we identify discriminating motifs that reveal two distinctly different spam campaign strategies. One of these strategies uses a small number of spam user accounts to comment on a large number of videos, whereas a larger number of accounts is used with the other. We present an evaluation that uses motif profiling to track two active campaigns matching these strategies, and identify some of the associated user accounts

    Addressing the new generation of spam (Spam 2.0) through Web usage models

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    New Internet collaborative media introduce new ways of communicating that are not immune to abuse. A fake eye-catching profile in social networking websites, a promotional review, a response to a thread in online forums with unsolicited content or a manipulated Wiki page, are examples of new the generation of spam on the web, referred to as Web 2.0 Spam or Spam 2.0. Spam 2.0 is defined as the propagation of unsolicited, anonymous, mass content to infiltrate legitimate Web 2.0 applications.The current literature does not address Spam 2.0 in depth and the outcome of efforts to date are inadequate. The aim of this research is to formalise a definition for Spam 2.0 and provide Spam 2.0 filtering solutions. Early-detection, extendibility, robustness and adaptability are key factors in the design of the proposed method.This dissertation provides a comprehensive survey of the state-of-the-art web spam and Spam 2.0 filtering methods to highlight the unresolved issues and open problems, while at the same time effectively capturing the knowledge in the domain of spam filtering.This dissertation proposes three solutions in the area of Spam 2.0 filtering including: (1) characterising and profiling Spam 2.0, (2) Early-Detection based Spam 2.0 Filtering (EDSF) approach, and (3) On-the-Fly Spam 2.0 Filtering (OFSF) approach. All the proposed solutions are tested against real-world datasets and their performance is compared with that of existing Spam 2.0 filtering methods.This work has coined the term ‘Spam 2.0’, provided insight into the nature of Spam 2.0, and proposed filtering mechanisms to address this new and rapidly evolving problem

    Analyzing User Comments On YouTube Coding Tutorial Videos

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    Video coding tutorials enable expert and novice programmers to visually observe real developers write, debug, and execute code. Previous research in this domain has focused on helping programmers find relevant content in coding tutorial videos as well as understanding the motivation and needs of content creators. In this thesis, we focus on the link connecting programmers creating coding videos with their audience. More specifically, we analyze user comments on YouTube coding tutorial videos. Our main objective is to help content creators to effectively understand the needs and concerns of their viewers, thus respond faster to these concerns and deliver higher-quality content. A dataset of 6000 comments sampled from 12 YouTube coding videos is used to conduct our analysis. Important user questions and concerns are then automatically classified and summarized. The results show that Support Vector Machines can detect useful viewers\u27 comments on coding videos with an average accuracy of 77%. The results also show that SumBasic, an extractive frequency-based summarization technique with redundancy control, can sufficiently capture the main concerns present in viewers\u27 comments

    Measuring #GamerGate: A Tale of Hate, Sexism, and Bullying

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    Over the past few years, online aggression and abusive behaviors have occurred in many different forms and on a variety of platforms. In extreme cases, these incidents have evolved into hate, discrimination, and bullying, and even materialized into real-world threats and attacks against individuals or groups. In this paper, we study the Gamergate controversy. Started in August 2014 in the online gaming world, it quickly spread across various social networking platforms, ultimately leading to many incidents of cyberbullying and cyberaggression. We focus on Twitter, presenting a measurement study of a dataset of 340k unique users and 1.6M tweets to study the properties of these users, the content they post, and how they differ from random Twitter users. We find that users involved in this "Twitter war" tend to have more friends and followers, are generally more engaged and post tweets with negative sentiment, less joy, and more hate than random users. We also perform preliminary measurements on how the Twitter suspension mechanism deals with such abusive behaviors. While we focus on Gamergate, our methodology to collect and analyze tweets related to aggressive and bullying activities is of independent interest
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