second life + DDoS + cloud computing + dynamic infrastructure

Augmented Reality Security Considerations

 
This post had originally been titled "The Top Augmented Security Threats"....on what grounds do I have to make such claims?  These technologies and ideas are new.  As such, aggressively speculating on potential future dangers (with no idea how real they are) is dangerous.  In writing this blog, I hope to spark new thoughts and build upon the ideas of others.  What I do not want is to over-sensationalize the threats I discuss.  Many of them are simply conceptual and interesting to think about, but to no extent do I wish to peddle fear off on to others for my own personal gain.  ::cough:: 60 minutes ::cough::  As this blog matures, I hope to promote worthy dialogue and keep fear mongering out of proximity.  That said..
 
With augmented reality systems on the rise it has become important to focus on the corresponding security threats users may face.  Fundamentally, the AR paradigm allows users to interface with a more intelligent planet.  Our mobile devices now provide a gateway to context specific knowledge and information.  This knowledge rich virtual layer permits individuals to more intelligently maneuver and manipulate our contemporary surroundings.
 
Context hacking and location manipulation:  As we become more dependent on these mobile devices to provide information relevant to our surrounding environment, a trust relationship is born.  We as users come to trust that the information we receive is valid and credible.  Applications such as Layer, show users what is in proximity to them by displaying real time digital information on top of reality through the mobile phone's camera.  Much of the real time digital information that we find in such applications is user submitted data.  What is to prevent malicious users from targeting specific locations and submitting false information?  Attackers could target specific locations, manipulate the environment's digital context, and more effectively facilitate attacks such as spear phishing and social engineering.  Attackers can easily leverage the power of social context to stack the deck in their favor.  Take it one step further.  What if attackers target a specific business or organization?  By hacking context and manipulating location, attackers can desecrate an organization's reputation.  Attackers could even go so far as to depreciate the value of a home simply by means of context hacking and location manipulation.  As can be seen in the new Twitter API for location based trends these attacks really are not that far away.
 
Location Based DDoS'ing:  AR systems and location go hand in hand.  It is the location based information, in many cases, that makes an AR system worth using.  The ubiquitous networking of objects and the Internet of things implies networks and their hosts will become somewhat presence aware.  Users will come to rely upon systems and networks with presence that are location specific.  Attackers may choose to DDoS location specific targets particular to a mission.  However, this idea is not intrinsically new.  AR systems simply have the potential to amplify such threats.
 
Physical Threat:  Continuing on with the importance of location, physical threats become more relevant.  Users with mobile devices, acting as sensors, promote the dissemination of location relevant information.  As such, an individual targeting another individual in physical space (instead of virtual space) could conceivably do so more effectively. 
 
Spam:  Spam, sigh, the problem we were to have solved back in 2006.  Spam will be just as relevant to AR systems as it is today with email.  This virtual layer will likely become littered in spam.  Advertisements will be everywhere.  Users themselves may become the advertisements.... similar to something like this.  Will users simply learn  to tone them out as they do with advertisements on the Web?  Probably.  However, the market and dirty money to disseminate spam will still be there. 
 
Mobile Metadata Mining:  I posted about this a few days ago.  Is it a threat?  I suppose.  Is it something that should keep me up at night?  Absolutely not.  The metadata associated with output from mobile devices will eventually allow us to do some pretty incredible things....that is of course, if it becomes standardized.  Until then, mobile metadata mining will simply be the mass acquisition of dissimilar data.  The differences in format and semantics will only permit a group or individuals mining the data to do so much.  If some kind of standard to recognize the who, what, where, when does come to exist, look out.  Intelligence gathering will grow to new levels.

 

Using Ephemeral Clients to Interface with Virtual Environments

When I come in to work every morning I follow a standard routine.  First, I make sure to grab some coffee and fruit down at the cafe.  I then check my email, voicemail, calendar, etc. and plan my day accordingly.  Next, I catch up on the news - technical, political, weather, security, sports, etc. Trite, cliche, boring eh?  Well, the way in which I go about accessing the Internet is somewhat unique....
 
A colleague of mine recently turned me on to the concept of 'ephemeral desktops'.  The idea behind ephemeral desktops is simple.  The reality is, an attacker can catch any one of us snoozing at any given time.  Maybe clickjacking?  Perhaps drive-by downloads?  Phishing malware? etc.  Inevitably, every organization at some point or another will have an employee fall prey to persistent malware and put their company's network at risk.  Ephemeral desktops are a great tool for mitigating persistent malware threats.  How do they do this?  What exactly does this mean?
 
Getting back to my daily routine...before I check the news, I load a custom Ubuntu 9.04 live CD (that my colleague has put together).  This Ubuntu live CD is read-only with a few useful applications to assist me in doing my job including both SSH and VPN clients.  The idea behind the ephemeral desktop, in my case the tinkered with Ubuntu live CD, is that nothing can be written to disk.  This means, no persistent malware can be written to disk because I am manipulating the Internet with a browser on a read-only CD.  Perhaps, while using my ephemeral desktop, I browse the Internet and accidentally download some form of persistent malware.  It really doesn't matter.  The next time I boot from my Ubuntu live CD I will be starting, once again, from a clean state.  I can lose the battle but still win the war.
 
The idea behind lightweight, ephemeral desktops, is auspicious considering the direction we are headed with the cloud.  As for virtual environments, users require a client to interface with a particular environment.  Currently, virtual environments rely too heavily upon these clients for functionality (scripting and condensed physics engines).  It may be interesting to pursue research concerning ephemeral clients (with similar principles to the ephemeral desktop) that will always start from a clean state.  Despite what malicious content may or may not have been downloaded from a previous virtual experience, a user can trust that no persistent malware has been written to their disk.
 

Security Visualizations of Complex Systems in Virtual Environments

A few weeks ago I was fortunate to attend a talk concerning the utility of virtual and synthetic worlds.  One idea mentioned was the concept of using virtual environments as a means of which to visualize and interact with complex systems.  From a security perspective, complex systems and the amalgamation of varying components often result in many unforeseen security issues.  Systems interacting with, and depending upon one another in ways they were not originally designed will leave holes in the fabric (a fun platitude for security folks to chew on once more).  Unfortunately, no revolutionary solution for devising uniform, comprehensively secure systems from their genesis are coming any time soon.  So what can the security community do to compliment these manifold systems?
 
This idea of using virtual environments to visualize complex systems is very powerful, especially from a security perspective.  Visualization would provide security engineers (network admins, application developers, etc) to see, dynamically, how systems are working and interacting.  For instance, if a Web server begins to see heightened traffic rates, perhaps a visual image of the Web server (a blue server box or something to make it uniquely distinguishable) would expand to raise a red flag of a potential DDoS attack.  Perhaps, a visualization of a complex system would allow admins to see what different protocols (lines w/ different colors?) are being used for disparate systems to communicate.  Maybe, with regards to the "cloud", visual representations for depicting VM segmentation and resource allocation could be used to symbolize data leaks between VMs, exposure to the host and hypervisor.  The potential ways to use system visualizations via a virtual environment are endless.  The next question is, how can one trust the visualizations one is seeing?  But that's for another day...
 
What about the ease of which users would be able to interact with their infrastructure?  No more manually grep'ing through log files and modifying systems via command line and shell scripts.  It'd be much easier to visually see a comprehensive view of one's infrastructure and be able to make modifications with a few mouse clicks.  Instead of interacting with complex systems by means of such complex methodology, we should be working to interact with them in more simplistic, intuitive ways.
 
Today, every systems engineer devises many system and network diagrams before deployment and implementation.  But these forms of documentation are static.  We need to begin implementing living visualizations that dynamically interact with our living systems. 
 

Armed Avatar Cyber Weaponry

I was recently doing some work with everyone's favorite linux live distro, BackTrack, and had an amusing thought.  Wouldn't it be interesting if cyber criminals (and even nation-states) began developing Armed Avatar Cyber Weaponry.  What exactly do I mean by that?  Today, many penetration testers take advantage of lightweight, live linux distros like BackTrack and Samurai for their testing.  These live distros come with a number of prominent security tools for doing all sorts of things including information gathering, network mapping, vulnerability identification, privilege escalation, reverse engineering, forensics, etc.  BackTrack, Sumarai, and other pen testing linux distros essentially act as a hacker's tool belt making it easy to store and use their favorite tools.  Why not do the same for avatars?
 
In Second Life, a virtual environment with a rich client scripting language (LSL), users have the ability to create avatars that come with an inventory full of malicious scripts and tools.  These armed avatars could be bought and sold in the same way identity info, credit card numbers, and zero days are marketed in today's cyber underground.  Nation-states could create massive armies with these avatars to combat adversaries and disrupt their order of operations in the virtual environment. 
 
The avatar's operator need not know a great deal concerning cyber security and coding.  Instead, they would simply need to know how to effectively utilize their malicious tool set (ie: executing scripts, deploying inventory objects, etc).  Also, these armed avatars would look and act just as any other avatar in the environment.  Users would have no idea which avatars were armed with malicious tool sets in their inventory until it was too late.
 
We continue to see nation-states, terrorist organizations, and cyber criminals effectively utilize cyperspace as a platform to facilitate asymmetric warfare.  Despite lacking financial and military resources, they are able to exploit cyberspace and level the playing field.  They understand today's information age and society's dependence upon cyber technology and telecommunications.  As three-dimensional virtual environments become more pervasive armed avatar armies may become a very real threat.  Until then, it's fun to speculate.
 

The Power of Social Context; Altruism & Behavioral Confirmation

Dr. Nick Yee, of the Daedalus Project, is an American researcher who studies self-representation and social interaction in virtual environments.  The Daeldulus Project is Dr. Yee’s research initiative into the psychology and sociology of MMORPGs.  Yee, well respected by academia and extensively cited, has published a number of articles concerning the power of social context in virtual environments.  One in particular, “The Proteus Effect: The Effect of Transformed Self-Representation on Behavior”, at a high level depicts how similarities in social interaction in the real world extend virtual environments.  Malicious users, comprehending these social similarities can effectively instigate social actions as a means to expose expected social reactions.  This understanding gives attackers a powerful platform to utilize contextually and socially relevant phishing and social engineering attacks not yet possible in today’s two-dimensional Web.
 
Yee’s “The Proteus Effect” discusses an idea known as the behavioral confirmation, which is the process, whereby the expectations of one person (typically referred to as the perceiver) cause another person (typically referred to as the target) to behave in ways that confirm the perceiver’s expectations (Snyder, Tanke, & Berscheid, 1977).  For instance, a perceiver, using an attractive avatar to interact with a target will likely find the target to behave more friendly and in an altruistic manner. It is important to note that the source of behavioral change from the effects of behavioral confirmation stem from the perceiver rather than the target. It is the perceiver’s behavior that in turn causes a change in the target’s behavior (Yee 2007).  
 
In virtual, three-dimensional social contexts, attackers will understand aspects of behavioral confirmation and initiate perceiver behavior that will help better facilitate phishing and social engineering attacks.  Attackers will expose how individuals feel inclined to help others given certain social circumstance.
 
Lets say I am an attacker, in the perceiver’s social role, aware that how I look and act will influence my social target(s) to respond in a manner I can readily predict.  Perhaps, my avatar is displayed as an attractive female mulling about at a chessboard in Second Life looking confused.  Perhaps, my avatar sits down and stands up at the board multiple times.  Maybe my avatar wonders around the board in circles.  These signs taciturnly suggest that I am confused and in need of help.  Without initiating conversation, there is an excellent chance another user’s avatar will approach me to see if I need help.  At this point, as an attacker, I have an excellent chance of getting my overly altruistic target to interact with my malicious chessboard that perhaps runs a malicious script upon moving a piece (or something along those lines).
 
What is unequivocally powerful concerning this method of attack is that attackers no longer need to seek out victims.  Attackers can manipulate social context and drive unsuspecting victims to the attackers themselves.  Instead of baiting a hook and placing it in water hoping for fish to bite, fish are jumping out of water and directly into a fisherman’s clutches.
 

DDoS’ing Second Life Sims to fend off business competitors

A sim, or simulation server, is a Second Life architecture component that “simulates” a 256x256 meter region in Second Life’s metaverse.  Sim servers handle most of the critical processing power necessary to maintain perpetually consistent object and terrain height-map state. They utilize an involved physics engine, Havok, which performs visibility calculations on both objects and map terrain. Upon completion, the sim server processes the results and transmits them to the client via UDP. 
 
Second Life real estate consumers essentially purchase their own sim server, or island, hosted in the Linden Labs’ cloud. As we know, many Second Life land owners develop upon their islands and operate their own virtual businesses. Many such virtual businesses have been successful and seen significant profit gains. All such virtual undertakings rely heavily on Linden Lab’s infrastructure and require their sim servers to be fully operational at all times.
 
If I am a business owner in Second Life I am most likely looking for opportunities to gain the upper hand on my competitors. I could perhaps spend tedious amounts of time conducting market research, perform user poling and reviews, hire outside consulting, etc. All of which are costly, time-consuming, extremely boring and still do not ensure the right business decisions will be made to overtake my competitors. 
 
Why not instead outsource my dirty work, contract cyber criminals to leverage a massive botnet, and DDoS my competitor’s sim servers back to the Stone Age?? This will render them unusable and perhaps even take them offline. Instead of hours and hours of market research and business study I’ll simply wipe them off the map. After taking down my competitors and monopolizing the market, consumers will be forced to seek out my virtual goods and services. My business’s name will become omnipresent and ubiquitously recognized throughout Second Life thus giving me a significant market advantage over my competitors once their sim servers come back online. That’s the vision anyway.
 
The obvious question is what can be done to combat these DDoS attacks? Currently, Second Life land owners are at the mercy of Linden Labs. They rely on Linden Labs to maintain and operate their individual sims securely. This is essentially the primary security issue concerning cloud computing. Consumers rely on cloud providers to secure their infrastructure. 
 
From a Linden Labs infrastructure perspective, it would be interesting to see sim locations in the infrastructure dynamically rotate and still maintain a perpetual virtual state. The cluster representative server, or space server, would essentially orchestrate the dynamic changes while the data servers in parallel, perform the necessary corresponding data processing. This type of dynamically orchestrated architecture would give the various sim servers ephemeral IP addresses and make them more difficult to target with DDoS attacks. This dynamic architecture is conceptually similar to the way in which attackers use DNS fast flux to obfuscate phishing and malware delivery sites.
 
DDoS attacks against sim servers in the virtual context can be used in countless ways to make money just as they can in today’s two-dimensional web. As virtual worlds and a three-dimensional Web become more relevant it will become imperative for world providers to account for DDoS attacks and build their infrastructures accordingly.

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