No Arabic abstract
As COVID-19 has been spreading across the world since early 2020, a growing number of malicious campaigns are capitalizing the topic of COVID-19. COVID-19 themed cryptocurrency scams are increasingly popular during the pandemic. However, these newly emerging scams are poorly understood by our community. In this paper, we present the first measurement study of COVID-19 themed cryptocurrency scams. We first create a comprehensive taxonomy of COVID-19 scams by manually analyzing the existing scams reported by users from online resources. Then, we propose a hybrid approach to perform the investigation by: 1) collecting reported scams in the wild; and 2) detecting undisclosed ones based on information collected from suspicious entities (e.g., domains, tweets, etc). We have collected 195 confirmed COVID-19 cryptocurrency scams in total, including 91 token scams, 19 giveaway scams, 9 blackmail scams, 14 crypto malware scams, 9 Ponzi scheme scams, and 53 donation scams. We then identified over 200 blockchain addresses associated with these scams, which lead to at least 330K US dollars in losses from 6,329 victims. For each type of scams, we further investigated the tricks and social engineering techniques they used. To facilitate future research, we have released all the well-labelled scams to the research community.
As the indispensable trading platforms of the ecosystem, hundreds of cryptocurrency exchanges are emerging to facilitate the trading of digital assets. While, it also attracts the attentions of attackers. A number of scam attacks were reported targeting cryptocurrency exchanges, leading to a huge mount of financial loss. However, no previous work in our research community has systematically studied this problem. In this paper, we make the first effort to identify and characterize the cryptocurrency exchange scams. We first identify over 1,500 scam domains and over 300 fake apps, by collecting existing reports and using typosquatting generation techniques. Then we investigate the relationship between them, and identify 94 scam domain families and 30 fake app families. We further characterize the impacts of such scams, and reveal that these scams have incurred financial loss of 520k US dollars at least. We further observe that the fake apps have been sneaked to major app markets (including Google Play) to infect unsuspicious users. Our findings demonstrate the urgency to identify and prevent cryptocurrency exchange scams. To facilitate future research, we have publicly released all the identified scam domains and fake apps to the community.
As the COVID-19 pandemic emerged in early 2020, a number of malicious actors have started capitalizing the topic. Although a few media reports mentioned the existence of coronavirus-themed mobile malware, the research community lacks the understanding of the landscape of the coronavirus-themed mobile malware. In this paper, we present the first systematic study of coronavirus-themed Android malware. We first make efforts to create a daily growing COVID-19 themed mobile app dataset, which contains 4,322 COVID-19 themed apk samples (2,500 unique apps) and 611 potential malware samples (370 unique malicious apps) by the time of mid-November, 2020. We then present an analysis of them from multiple perspectives including trends and statistics, installation methods, malicious behaviors and malicious actors behind them. We observe that the COVID-19 themed apps as well as malicious ones began to flourish almost as soon as the pandemic broke out worldwide. Most malicious apps are camouflaged as benign apps using the same app identifiers (e.g., app name, package name and app icon). Their main purposes are either stealing users private information or making profit by using tricks like phishing and extortion. Furthermore, only a quarter of the COVID-19 malware creators are habitual developers who have been active for a long time, while 75% of them are newcomers in this pandemic. The malicious developers are mainly located in US, mostly targeting countries including English-speaking countries, China, Arabic countries and Europe. To facilitate future research, we have publicly released all the well-labelled COVID-19 themed apps (and malware) to the research community. Till now, over 30 research institutes around the world have requested our dataset for COVID-19 themed research.
YouTube has become the second most popular website according to Alexa, and it represents an enticing platform for scammers to attract victims. Because of the computational difficulty of classifying multimedia, identifying scams on YouTube is more difficult than text-based media. As a consequence, the research community to-date has provided little insight into the prevalence, lifetime, and operational patterns of scammers on YouTube. In this short paper, we present a preliminary exploration of scam videos on YouTube. We begin by identifying 74 search queries likely to lead to scam videos based on the authors experience seeing scams during routine browsing. We then manually review and characterize the results to identify 668 scams in 3,700 videos. In a detailed analysis of our classifications and metadata, we find that these scam videos have a median lifetime of nearly nine months, and many rely on external websites for monetization. We also explore the potential of detecting scams from metadata alone, finding that metadata does not have enough predictive power to distinguish scams from legitimate videos. Our work demonstrates that scams are a real problem for YouTube users, motivating future work on this topic.
The atomic swap protocol allows for the exchange of cryptocurrencies on different blockchains without the need to trust a third-party. However, market participants who desire to hold derivative assets such as options or futures would also benefit from trustless exchange. In this paper I propose the atomic swaption, which extends the atomic swap to allow for such exchanges. Crucially, atomic swaptions do not require the use of oracles. I also introduce the margin contract, which provides the ability to create leveraged and short positions. Lastly, I discuss how atomic swaptions may be routed on the Lightning Network.
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning. This article proposes SherLOCKED, a new serious game created in the style of a 2D top-down puzzle adventure. The game is situated in the context of an undergraduate cyber security course, and is used to consolidate students knowledge of foundational security concepts (e.g. the CIA triad, security threats and attacks and risk management). SherLOCKED was built based on a review of existing serious games and a study of common gamification principles. It was subsequently implemented within an undergraduate course, and evaluated with 112 students. We found the game to be an effective, attractive and fun solution for allowing further engagement with content that students were introduced to during lectures. This research lends additional evidence to the use of serious games in supporting learning about cyber security.