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SEC Targets Its Own Staff's Texting, Nixes WhatsApp On Work Phones

Par : BeauHD
17 avril 2024 à 10:00
The SEC has blocked third-party messaging apps and texts from employees' work phones, "bringing its own practices closer to the standards it's enforcing for the industry," reports Bloomberg. From the report: The SEC's decision to block disappearing-messaging apps will help improve record-keeping and address potential security vulnerabilities at the agency, which saw one of its social-media accounts compromised earlier this year. It follows about $3 billion in fines imposed on financial firms to settle allegations that they failed to keep adequate records of work-related communications on mobile devices and apps such as Signal and Meta's WhatsApp. The scrutiny prompted Wall Street to overhaul how employees communicate on business matters using mobile phones. Meanwhile, the SEC took a hard look at policies covering its own staff's communications on agency-issued phones. The agency has restricted access to third-party messaging applications, as well as SMS (short message service) and iMessage texts "to lower risk that our systems could be compromised and to enhance recordkeeping," an SEC spokeswoman said in an emailed statement. The process of blocking the apps began in September and has continued over the past several months, she added.

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Feds Finally Decide To Do Something About Years-Old SS7 Spy Holes In Phone Networks

Par : BeauHD
4 avril 2024 à 00:45
Jessica Lyons reports via The Register: The FCC appears to finally be stepping up efforts to secure decades-old flaws in American telephone networks that are allegedly being used by foreign governments and surveillance outfits to remotely spy on and monitor wireless devices. At issue are the Signaling System Number 7 (SS7) and Diameter protocols, which are used by fixed and mobile network operators to enable interconnection between networks. They are part of the glue that holds today's telecommunications together. According to the US watchdog and some lawmakers, both protocols include security weaknesses that leave folks vulnerable to unwanted snooping. SS7's problems have been known about for years and years, as far back as at least 2008, and we wrote about them in 2010 and 2014, for instance. Little has been done to address these exploitable shortcomings. SS7, which was developed in the mid-1970s, can be potentially abused to track people's phones' locations; redirect calls and text messages so that info can be intercepted; and spy on users. The Diameter protocol was developed in the late-1990s and includes support for network access and IP mobility in local and roaming calls and messages. It does not, however, encrypt originating IP addresses during transport, which makes it easier for miscreants to carry out network spoofing attacks. "As coverage expands, and more networks and participants are introduced, the opportunity for a bad actor to exploit SS7 and Diameter has increased," according to the FCC [PDF]. On March 27 the commission asked telecommunications providers to weigh in and detail what they are doing to prevent SS7 and Diameter vulnerabilities from being misused to track consumers' locations. The FCC has also asked carriers to detail any exploits of the protocols since 2018. The regulator wants to know the date(s) of the incident(s), what happened, which vulnerabilities were exploited and with which techniques, where the location tracking occurred, and -- if known -- the attacker's identity. This time frame is significant because in 2018, the Communications Security, Reliability, and Interoperability Council (CSRIC), a federal advisory committee to the FCC, issued several security best practices to prevent network intrusions and unauthorized location tracking. Interested parties have until April 26 to submit comments, and then the FCC has a month to respond.

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Major Mobile NFT Shooter Game 'MadWorld' Uses Linux Foundation Subsidiary's Game Engine

Par : EditorDavid
30 mars 2024 à 21:34
A Linux Foundation subsidiary has developed a free and open-source 3D game engine distributed under the Apache license. And last week the Open 3D Foundation announced "a big step forward, showcasing the power of open-source technologies in giving gamers around the globe unforgettable gaming experiences." "We are proud to unveil MadWorld as the first mobile title powered by O3DE," said Joe Bryant, Executive Director of the Open 3D Foundation, "demonstrating the large potential of open-source technologies in game development." And then this week Los Angeles Business Journal reported that El Segundo-based gaming studio Carbonated Inc. "has raised $11 million of series A funding to finance the development and release of its debut game title... Prior to its most recent round, Carbonated closed an $8.5 million seed funding round in 2020, which also included participation from Andreessen and Bitkraft." Since its founding [in 2015], the company has been focusing on research and development for its upcoming first title, called "MadWorld." The third-person, multiplayer shooter game is set in a post-apocalyptic world and features both player-versus-player and player-versus-environment features. Players of the game will battle for land control in a dystopian setting. Using a combination of open-source mapping tools and Carbonated's proprietary custom operations technology, called Carbyne, the game's world is designed around real-life cities and locations. Players are initially dropped into the game's version of their own real-time location. The game allows players to optionally engage using blockchain technology with a digital asset-ownership layer powered by a blockchain network called XPLA. Earlier this month Madworld "opened up for Early Access registration," reports the egamers web site, arguing that the game "is set to redefine the gaming landscape and will make its public debut later this year." After a catastrophic event named "The Collapse," MadWorld takes place in a desolate Earth where players engage in a battle for survival, highlighting the game's unique setting and immersive experience. The game's world is intricately designed with 250,000 land plots mapped out on a hexagonal grid, each presenting unique resources and strategic benefits. This innovative approach to game design enhances the gameplay experience and introduces a new layer of strategy and competition. MadWorld's gameplay is centered around integrating Web3 technologies, which allows for the ownership, enhancement, and trading of tokenized representations of real-world locations. This feature encourages players to create clans and work together or compete for essential resources that are spread across the vast game world. Clans can acquire these resources by paying tributes to NFT landowners using "Rounds," the in-game currency. This mechanism not only fosters a sense of community and teamwork but also creates unique economic opportunities within the game by blending traditional gaming elements with the emerging field of digital assets. "With its use of O3DE, Carbonated can enhance the game's visual fidelity, performance, and scalability," according to the Linux Foundation's announcement, "in order to deliver a fast-paced adventure on mobile platforms." O3DE is an open-source game engine developed by a collaborative community of industry experts. It includes state-of-the-art rendering capabilities, dynamic lighting, and realistic physics simulation. These features have enabled Carbonated to build realistic dystopian environments and create action-packed gameplay in MadWorld. According to its official site, MadWorld "is set to be released to the public sometime in 2024 and is currently being tested on iOS and Android operating systems." Carbonated's CEO Travis Boatman made this prediction to the site Decrypt. "We think mobile is where the breakout will happen for Web3."

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America's DHS Is Expected to Stop Buying Access to Your Phone Movements

Par : EditorDavid
30 mars 2024 à 18:34
America's Department of Homeland Security "is expected to stop buying access to data showing the movement of phones," reports the U.S. news site NOTUS. They call the purchasers "a controversial practice that has allowed it to warrantlessly track hundreds of millions of people for years." Since 2018, agencies within the department — including Immigration and Customs Enforcement, U.S. Customs and Border Protection and the U.S. Secret Service — have been buying access to commercially available data that revealed the movement patterns of devices, many inside the United States. Commercially available phone data can be bought and searched without judicial oversight. Three people familiar with the matter said the Department of Homeland Security isn't expected to buy access to more of this data, nor will the agency make any additional funding available to buy access to this data. The agency "paused" this practice after a 2023 DHS watchdog report [which had recommended they draw up better privacy controls and policies]. However, the department instead appears to be winding down the use of the data... "The information that is available commercially would kind of knock your socks off," said former top CIA official Michael Morell on a podcast last year. "If we collected it using traditional intelligence methods, it would be top-secret sensitive. And you wouldn't put it in a database, you'd keep it in a safe...." DHS' internal watchdog opened an investigation after a bipartisan outcry from lawmakers and civil society groups about warrantless tracking... "Meanwhile, U.S. spy agencies are fighting to preserve the same capability as part of the renewal of surveillance authorities," the article adds. "A bipartisan coalition of lawmakers, led by Democratic Sen. Ron Wyden in the Senate and Republican Rep. Warren Davidson in the House, is pushing to ban U.S. government agencies from buying data on Americans."

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Social Psychologist Urges 'End the Phone-Based Childhood Now'

Par : EditorDavid
17 mars 2024 à 07:34
"The environment in which kids grow up today is hostile to human development," argues Jonathan Haidt, a social psychologist and business school ethics professor, saying that since the early 2010s, "something went suddenly and horribly wrong for adolescents." The Atlantic recently published an excerpt from his book The Anxious Generation: How the Great Rewiring of Childhood Is Causing an Epidemic of Mental Illness.: By a variety of measures and in a variety of countries, the members of Generation Z (born in and after 1996) are suffering from anxiety, depression, self-harm, and related disorders at levels higher than any other generation for which we have data... I think the answer can be stated simply, although the underlying psychology is complex: Those were the years when adolescents in rich countries traded in their flip phones for smartphones and moved much more of their social lives online — particularly onto social-media platforms designed for virality and addiction. Once young people began carrying the entire internet in their pockets, available to them day and night, it altered their daily experiences and developmental pathways across the board. Friendship, dating, sexuality, exercise, sleep, academics, politics, family dynamics, identity — all were affected... There's an important backstory, beginning as long ago as the 1980s, when we started systematically depriving children and adolescents of freedom, unsupervised play, responsibility, and opportunities for risk taking, all of which promote competence, maturity, and mental health. But the change in childhood accelerated in the early 2010s, when an already independence-deprived generation was lured into a new virtual universe that seemed safe to parents but in fact is more dangerous, in many respects, than the physical world. My claim is that the new phone-based childhood that took shape roughly 12 years ago is making young people sick and blocking their progress to flourishing in adulthood. We need a dramatic cultural correction, and we need it now... A simple way to understand the differences between Gen Z and previous generations is that people born in and after 1996 have internal thermostats that were shifted toward defend mode. This is why life on college campuses changed so suddenly when Gen Z arrived, beginning around 2014. Students began requesting "safe spaces" and trigger warnings. They were highly sensitive to "microaggressions" and sometimes claimed that words were "violence." These trends mystified those of us in older generations at the time, but in hindsight, it all makes sense. Gen Z students found words, ideas, and ambiguous social encounters more threatening than had previous generations of students because we had fundamentally altered their psychological development. The article argues educational scores also began dropping around 2012, while citing estimates that America's average teenager spends seven to nine hours a day on screen-based activities. "Everything else in an adolescent's day must get squeezed down or eliminated entirely to make room for the vast amount of content that is consumed... The main reason why the phone-based childhood is so harmful is because it pushes aside everything else." (For example, there's "the collapse of time spent interacting with other people face-to-face.") The article warns of fragmented attention, disrupted learning, social withdrawal, and "the decay of wisdom and the loss of meaning." ("This rerouting of enculturating content has created a generation that is largely cut off from older generations and, to some extent, from the accumulated wisdom of humankind, including knowledge about how to live a flourishing life.") Its proposed solution? No smartphones before high school No social media before 16 Phoneâfree schools More independence, free play, and responsibility in the real world "We didn't know what we were doing in the early 2010s. Now we do. It's time to end the phone-based childhood." Thanks to long-time Slashdot reader schwit1 and sinij for sharing the article.

Read more of this story at Slashdot.

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