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CEPIS Social Network Backgroun

This document discusses security and privacy issues related to social networks. It provides background on how social networks have evolved from static repositories of information to more interactive platforms that allow greater personal sharing and connection between users. This changes the security model, as internal and external boundaries become blurred. The document categorizes different types of social networks, like contact sites, social networking sites, visual sharing sites, and virtual gaming worlds. It notes businesses are also using these technologies.

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0% found this document useful (0 votes)
27 views9 pages

CEPIS Social Network Backgroun

This document discusses security and privacy issues related to social networks. It provides background on how social networks have evolved from static repositories of information to more interactive platforms that allow greater personal sharing and connection between users. This changes the security model, as internal and external boundaries become blurred. The document categorizes different types of social networks, like contact sites, social networking sites, visual sharing sites, and virtual gaming worlds. It notes businesses are also using these technologies.

Uploaded by

contact.devi.w
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

LSI SIN (08)03

27.05.2008
Page 1 of 9

Source: Les Fraser Version V0.2 / 27.05.2008

Document for:
Decision
Discussion x
Information

Social Networks – Problems of Security and Data


Privacy
Background Paper
CEPIS

The Council of European Professional Informatics Societies (CEPIS) is a non-profit organisation


seeking to improve and promote a high standard among Informatics Professionals in recognition
of the impact that Informatics has on employment, business and society. CEPIS –which
represents 37 Member Societies in 33 countries across greater Europe– has agreed on the
following statement:

1 Introduction

Security within IT systems/services has evolved and continues to evolve as technology changes.
From a business perspective, the old certainties that came with internally managed systems and
well defined system boundaries are already eroded by the need to permit access to services by
home and remote workers, by the complexity of creating integrated national and even
international systems to service the entire enterprise, and by the emergence of a strong third-
party service industry which brings a need to extend some aspects of the corporate networks and
services to include service companies upon whom business depends. The Internet is now a key
business tool but its integration into the business network brings different security challenges.
From the perspective of a private citizen, the security risks of IT have increased enormously as
we enter the broadband era.

Until now the security model, however much it has changed and evolved has been based upon
the principle of the fortress: that the outer defences must be maintained and the danger kept at
bay. Internal security within the IT system was a separate and clearly defined issue. Whether as a
citizen or a business, your security could be controlled using anti-virus/anti-malware filters to
prevent access by hostile code, and firewalls together with ever-stronger authentication processes
to control and prevent access by hostile systems/people.

2. Issue
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27.05.2008
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The Internet is changing and the use we make of it is evolving. The growth of social networking
concepts which provide more personal and interactive uses of the internet are beginning to
change the nature of the security model. We need to recognize this change and develop
approaches that are compatible with this technology.

Background

When the Internet was a repository of fairly static information, risks were based around the
download of information and material you didn‟t want, and the possibility of a hostile entity
using the Internet conduit to gain illegitimate access to internal services. In general, the Internet
and in particular the web, was based upon the exchange of static information – you place
information on a web page, and I read it.

With obvious exceptions, (the exchange of music via peer-to-peer networking, for example) the
ability to interact with an organisation via web-based protocols was usually limited to
transaction-based activity executed through the completion of pre-defined information. (Buy a
book from Amazon, or complete your tax return online, for example.) This transaction
information was usually collected at the perimeter of the network, and as an individual you were
in contact only with an outer web server.

New web-based technologies based upon what some call „social software‟ and businesses tend to
call “collaborative software” or “Web-2” are much more interactive and operate on a personal
rather than corporate level, and so bring with them a different set of risks. Definitions of what
these terms mean are many and inconsistent, but in general terms the following may suffice:

Web2.0 is the logical evolution of the Internet to permit the connecting of people to each
other and to permit individual control over their interaction;

”Social Software” applies to web-enabled software programs which allow users to


interact with and share information with other users;

“Collaborative Software” applies to a subset of social software that enables collaborative


work functions. The underlying concepts are often similar, and the distinction between
“business” and “social” programs or services is often not clear.

Technology is slowly changing the way people and organisations relate to each other. More and
more, the Internet may drive their social life. Web-2 developments will permit greater interaction
with the customer, but on the customer‟s terms. The ability of the individual to personalise the
information presented to him is a key factor.

There are many social networking sites which permit you to create a personal profile, advertise
your interests, and inform the world of what you are doing. Some, such as „friends reunited‟
have a specific purpose in bringing together those who were once classmates. Others inevitably
will be dating sites and bring together those who are seeking intimate friendship. Many such as
Facebook or MySpace for example, are intended to enable you to keep in touch with friends and
family. Whatever the underlying purpose, they will allow you to upload a personal image profile
on the web, to send/receive messages, to chat via online chat rooms, and share files and
photographs.
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27.05.2008
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Other interactive sites may let you inform the world of your movements. Twitter poses the
question „What am I doing Now?‟ as its byline, and permits you to tell the world what you are up
to. Another lets you post where you are in the world, and tells you whether any of your
acquaintances are also in town at the same time. There are hundreds of other similar sites
springing up on the web. People who are very involved in these sites may also have a personal
„blog‟ site and will certainly participate in a number of online chat facilities to keep in contact
with friends.

Businesses can and do make use of the same technology, to scroll through online CV profiles
looking for prospective new staff for example, or use a corporate „blog‟ to promote the
company‟s products and services, or offer online chat sites to provide interactive assistance to
customers, and so on.

Social networking sites on the Internet can be categorised according to their main purpose, as
follows:

(a) Contact sites


Sites such as Linkedin, PLAXO, or Friends Reunited, whose primary purpose is to share contact
details and provide links permitting others to access the details of friends and contacts. They are
used by both individuals and organisations to keep track of contacts and to widen their contact
base through exploiting the links to „friends of friends‟.

(b) Social Networking Sites


These include sites such as Facebook, MySpace or even TWITTER whose primary purpose is to
allow people to provide a „shop-window‟ on their life, and to share aspects of their life with
others. Although in most cases these are primarily personal sites, other organisations are
increasingly exploiting these sites for commercial purposes. Just as an individual may enter an
item of news to share with others, a theatre may enter details of a production to share with
„friends of the theatre‟ or a company may provide details of new products.

(c) Visual Information Sharing sites


A number of sites such as YouTube or Flickr permit the sharing of video and still photo content. In
addition to personal video clips, YouTube does carry product advertisements, instructions for the
use of products, and film/TV trailers.

(d) Game and Interactive Virtual Reality sites


Virtual worlds or Metaverses are 3-dimensional virtual realities where an individual may create
their own personal avatar and interact with others. There are many interactive worlds in the
internet community where people may play games, notably fulfilling a desire to engage in war-
games as an orc or an elf, though there are many different simulations available. These are
referred to as massively multiplayer online role playing games (MMORPG) Some are used for
entirely social purposes, and have no „game‟ as such. These range from children‟s sites such as
Barbie Girls or Club Penguin (for a list of these see http://www.360kid.com/blog/?p=25) to
adult-oriented sites such as Second Life, which is probably currently the largest and most
successful of the social 3-D sites. As its title implies, it permits you to develop an entire „second
life‟ owning virtual land, setting up virtual businesses, interacting with others to socialize or to
cooperate in a virtual 3-D world.
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Interactive role-play games are played in real time, and the actions of your character and those
around you are controlled by the players themselves. Players will have freedom to do anything
they wish to do within the rules and the environment of the virtual world.

Some companies are looking to these sites as a way to reaching the 25-35 year old age group,
currently considered the prime age group by marketing people. IBM has hosted matches at the
Second Life Wimbledon; the Liverpool Philharmonic Orchestra has staged a live concert in
Second Life, a number of pop groups have played virtual concerts. Work within large
corporation, such as IBM, into the commercial application of sites like “Second Life” has shown
early positive results, (e.g. http://www.ibm.com/virtualworlds/businesscenter/).

Initial results suggest that a meeting of people who maintain a presence on Second Life through
their “second-life” avatars is more productive than either phone or video conferencing. Building
a private virtual reality site was less successful, however, as people become attached to (and in
some respects are) their personal avatar, and don‟t adapt well to another body.

Social Networks – the problem for business

The first difficulty for business is that whilst it may wish to take advantage of these sites and
interact with customers, the business cannot either create or control these social sites. The
attraction of certain sites (rather than others) to the individual is difficult to determine but it is in
part a rather transient peer pressure – everyone must be on Facebook because all their friends are.
Tomorrow, the users may migrate en masse to another site for no easily discernible reason. The
presence of a business may be accepted or ignored depending upon its ability to participate
within the rules of the site and its relationship with the site users. But, were a company to try to
build its own image of these sites, it would be bound to fail.

The second requires a major change to the business security process - whether users are
collaborating with others across an internal network in the creation of a report, or interacting
more widely on the internet, these web-based programs require person to person interaction
outside of the traditional corporate security model.

Security and privacy issues

The social software which makes the web increasingly useful also permits criminal or malicious
activity in unexpected ways. For example:

(a) Mobile phone technology provides easy and instant digital camera and video
facilities, and this can be used maliciously. The filming of an assault and then
posting the video on social networking sites is considered to enhance the image of
the attacker (at least amongst their peers);
(b) There have been cases of cyber bullying, misuse and corruption of personal
information, the posting of material about an individual by third parties, often of a
malicious nature, and publishing of material involving others, without their consent,
which can be embarrassing or worse. Photographs of teachers in the classroom may
be placed on these sites with uncomplimentary comments, as can photos of girls in
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revealing poses, indiscreet pictures at parties etc, and these expose the victim to
ridicule;
(c) Identity theft becomes easier if social networking sites can be mined to provide in-
depth information on an individual. Search engines are emerging, which specifically
focus on collating personal information from social networking sites. (www.pipl.com
for example);
(d) Within virtual reality sites, various further issues arise. In part these are to do with
the psychology of the sites themselves. People will have a strong bond with their
avatar, whether it is the child whose penguin has the bright red scarf or the adult
whose alter ego is everything he is not. Even if logically this is a game, events which
happen to your avatar may affect you emotionally and this introduces issues such as
emotional „bullying‟ through social network sites. There are also opportunities to
apply behaviour analysis to the avatar of an individual, and this may be quite
revealing;
(e) Another major issue is the extent to which virtual reality sites allow an individual to
screen their real identity. Whilst it allows you to hide behind a virtual identity, it also
allows others to do the same, and this may be exploited. You can no longer believe
what you see. People are usually trusting in their personal relationships, and may
therefore place too much trust in virtual friendships. This may particularly apply to
children, as their „new‟ friend may or may not be the pre-teen boy or girl she appears
to be. A child may be persuaded to divulge information, or to behave
inappropriately, by an online „friend‟ in a seemingly friendly social environment, and
the friend may be a mid-aged paedophile playing a role. Confidence tricksters and
other criminal individuals also prey on trusting adults.
(f) Real-life crime will inevitably intrude into virtual reality sites if they can. Second Life,
for example, allows cash transactions using virtual Linden Dollars, which are
negotiable currency and can be bought and sold in real life. Virtual goods can be
bought and sold, and therefore theft, fraud, money-laundering etc. become possible.
In virtual worlds people can meet and talk, and virtual meetings may be a way of
keeping together groups of friends or business colleagues. This is also useful to
international terrorist or criminal cells;
(g) There are real legal issues in virtual reality sites, which are yet to be resolved. All
crime in the real world is reflected in virtual reality worlds too, but there is no legal
protection for the virtual citizen against, for example, a theft of money or goods on
Second Life. If you are a victim of a crime in a virtual reality site, which jurisdiction
will take your theft or fraud seriously?

Social networking sites do carry a great deal of personal information, and the unwary or
uninformed user may easily give away a great deal more information than they had intended.
From one perspective, you may think that this gives rise to few if any security concerns, as there
should be no information on the sites which was not supplied in the first instance by the
participants themselves.

However, several issues are emerging, and no doubt there will be others in the future, as people
learn to exploit these sites more ruthlessly. The basis of these risks is a failure to recognise the
need to modify the rules to deal with the emerging technology. This falls into 2 main areas:
personal information and intellectual property.
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Personal information which people legitimately place on the web may have been uploaded to be
shared amongst friends, but may be exploited by others in various ways.

(a) Employers are beginning to look at social networking site entries to check on staff behaviour,
or as part of a vetting process for employment. Suddenly these cool pictures of you drunk
and semi-naked in a bar in Malaga are seen in a different light.

(b) From a corporate and business perspective, employees of the company may give away
information including „soft‟ intelligence, such as identities of employees, location of premises,
etc., which would assist social engineering attacks against the company.

(c) Companies concerned with their image may be concerned by adverse publicity for the
organisation through the exposure of inappropriate behaviour of company staff, perhaps in
working time or perhaps socially outside the working environment.

(d) As more people use and rely on social networking sites they may become a business conduit,
but there is a danger that the company may be accused of inappropriate business practice if
business is transacted or agreements made through contacts on social networking sites.

Intellectual property rights are not well defined in this new environment. Material placed on the
web will have (in most countries) an assumed copyright of some description, but the definition of
this varies from country to country and the ability of the individual to enforce this in an
international world is problematic. Personal photographs and other items collected from the web
have been used without the owners consent, and the owner may have very little redress. In one
case, a holiday photograph was taken from a site and included in a brochure advertising a
holiday resort. The media in particular will see this as a legitimate source of background material,
and recently in Wales there was concern when the press printed family photographs taken from
the Facebook sites of several teenagers who had committed suicide.

What can be done?

The more complex social networking sites (such as Second Life) may need to be looked at from a
law enforcement perspective. Some questions should be addressed including:

Can a crime be committed in a virtual world?


Under whose jurisdiction might this fall?
Can evidence of a crime be gathered in a virtual world?
What will be regarded as legally admissible evidence?
Is a discussion between avatars in a virtual world legally recognisable, either as a basis of a
business deal or as a meeting of terrorist/criminal individuals?

From a corporate perspective, a revised security model which takes into account the sharing of
information across social networks is necessary. There are risks in the use of and social
networking software, though these are often not well recognised. In particular, the extent to
which information passing between individuals using the sites as a conduit, and the extent to
which these sites intrude into the corporate network model.
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For the individual, the most effective solution remains education of the user to keep him/her
alert to what may happen and the precautions which can be taken. We need to make people
aware that the Internet is not, in reality, a private place. European-level guidance is needed to
inform the citizen of the advantages and of the risks of social networking sites, and to provide an
overall awareness, particularly to the young and vulnerable, of the need to be cautious in what
they do online.

A strengthening of legislation designed to protect personal information is necessary, and also


work to define and then to protect data ownership rights in a web-based environment.

Social networking sites are not going to go away – we are at the beginning of a major change in
the way the Internet is used in daily life - and social networking will evolve and become more
powerful as a social force in society. CEPIS can encourage Member Societies to take this issue
forward within their own communities, and to build upon any EU initiatives and guidance in
this area.
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Annex I: Virtual Worlds Listed by category

So many worlds, so little time. Not sure where to start? Here are a few recommendations:
Best for Kids Best for Techies Free Access!

Disney's Toontown Active Worlds Active Worlds


Mokitown Cybertown Coke Studios
Virtual Magic Muse Dreamville
Kingdom Second Life Dubit
Whyville Habbo Hotel
Mokitown
Best for Newbies Moove
Best for Teens Muse
Coke Studios The Palace
Coke Studios Dubit Playdo
Dubit Habbo Hotel Second Life
Habbo Hotel Playdo Sora City
The Manor The Sims Online There
The Palace There TowerCha
Playdo TowerChat Traveler
Second Life for Virtual Magic Virtual Ibiza
Teens Kingdom Virtual Magic
The Sims Online VP Chat Kingdom
Sora City VZones Voodoo Chat
There whyrobbierocks.com whyrobbierocks.com
TowerChat Whyville Whyville
whyrobbierocks.com Yohoho! Puzzle Worlds.com
Yohoho! Puzzle Pirates Yohoho! Puzzle
Pirates Pirates

Best for Artists


Best for 20s - 30s Mac Access
Active Worlds
Active Worlds Cybertown Coke Studios
Cybertown Muse Dubit
Dreamville Second Life Habbo Hotel
The Manor There The Manor
Moove Worlds.com Mokitown
Muse The Palace
The Palace Playdo
Second Life Best for Dial-Up Second Life
The Sims Online TowerChat
Sora City Coke Studios Virtual Ibiza
TowerChat Dubit VZones
There Habbo Hotel whyrobbierocks.com
Virtual Ibiza The Manor Whyville
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Voodoo Chat Mokitown Yohoho! Puzzle


VP Chat The Palace Pirates
VZones Playdo
Worlds.com TowerChat
Yohoho! Puzzle Traveler Best for Broadband
Pirates Virtual Ibiza
Voodoo Chat Active Worlds
VP Chat Cybertown
Best for Ages 40+ VZones Disney's Toontown
Whyville Dreamville
The Manor Worlds.com Moove
Moove Muse
The Palace Second Life
There The Sims Online
Traveler There
VP Chat Yohoho! Puzzle
Voodoo Chat Pirates
Worlds.com
Yohoho! Puzzle
Pirates

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