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NBA 600: Session 22 Security and Privacy Networked World 10 April 2003. Daniel Huttenlocher. Schedule For Rest of Term. Privacy and security (finish up today) Large networks (today and week of 4/14) Positive feedback effects Small worlds phenomena Smart mobs
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NBA 600: Session 22Security and PrivacyNetworked World10 April 2003 Daniel Huttenlocher
Schedule For Rest of Term • Privacy and security (finish up today) • Large networks (today and week of 4/14) • Positive feedback effects • Small worlds phenomena • Smart mobs • Emerging technologies (week of 4/21) • Web services: J2EE and .Net • Vision of Web-based business • RFID – smart tags • Final project presentations (week of 4/28)
Today’s Class • Finish topic of security • Malicious code (“malware”) • Viruses, worms, Trojan horses • Protecting your business • Differences between security in online networked and offline physical worlds • Start topic of large networks • Physical, electronic, social and other networks • Scientific, technical and business implications • Certain properties that can be understood in terms of network structure/dynamics
Malicious Code (“Malware”) • Dates back to early days of computing • Often as pranks, or to demonstrate possibilities • Some terminology • Virus: hidden program or piece of code that “infects” some other program or file causing an unexpected, usually negative, result • Worm: independent program that actively duplicates itself • Trojan horse: malicious program that pretends to be a benign application • Generally must be deliberately installed
Spreading Viruses • Most viruses today are scripts or macros that infect files or email • Because files and email are commonly exchanged between people • Such viruses spread more quickly than other means such as sharing programs • Viruses are always created by someone who intends to do harm • Often based on “templates”, so many similar • Virus scanners must be updated for each new virus, impossible to predict new ones
Current Virus Prevention • Email filters that examine both incoming and outgoing email • Remove known viruses, automatically update • Replicate via address book or sent items • Scans of file systems for infected programs and files • Still can get “bitten” by new ones • Opening attachments can be dangerous • Even if from someone you know because they may be infected • Even viewing email in auto-preview panes can be problematic
Worms and Trojan Horses • Less prevalent because harder to spread • Worms tend to exploit flaws in servers • Usually “buffer overflow” which allows code sent over network to be executed • Think of someone blindly following a recipe and you can insert new steps they simply follow • Recent one was Microsoft SQL server “slammer” worm • Widespread effect this past January • Trojan horses install unknown functionality • All downloaded programs a risk this way
Protecting Your Business • Need good technology but not enough • Should be easy to use and fit with work processes • Need to instill importance in employees and have them contribute to security not evade • View computer and network security as a senior management issue • Policies set by CIO/CTO but agreed to and followed by all senior managers • Likely to have more impact on employees and business than physical security
Some Security Rules of Thumb • Basic technology policies • Keep software patches up to date on all externally accessible and critical systems • According to CERT prevents 95% of intrusions • Use automatically updating anti-virus software • Use firewalls and network loggers • Have regular, automated, offsite backups • Periodically test that restores work • Basic personnel policies • Information security is everyone’s responsibility, broadly educate employees
Passwords • Particularly difficult balance between security and usability • One-time token systems can help • External access particularly problematic • Wide range of remote attackers • Most passwords easy to crack • E.g., Dictionary lookups in matter of minutes • Even all possible 7 character passwords can be tried in a few weeks • But policies can make worse
Microsoft Trustworthy Computing • Initiative launched in early 2002 • Across all product groups • Active involvement of research and academics • Goals are to provide • Security • Privacy • Reliability • Business Integrity • Products and services using software that are as trustworthy as those using electricity • Took electric industry from 1880’s-1920’s
Trustworthy Computing Goals • Security • Systems that are resilient to attack and protect confidentiality, integrity and availability • Privacy • Customer able to control data about themselves and those using data adhere to “fair information” principles • Reliability • Customer can depend on product to fulfill its functions when required to do so • Business integrity • Vendor behaves responsively and responsibly
Trustworthy Computing Means • Secure by design, by default and in deployment • Fair information principles • User data only collected or shared with consent • Availability – ready for use • Manageability • Easy to install and manage; scalable • Accuracy – functions correctly • Usability – easy to use and suited to needs • Responsiveness and transparency of firm
Some Main Players in Security • VeriSign (VRSN) • Digital trust services • $1.2B/yr revenue, up 24% y-o-y (acquisition) • $2.3B market cap • CheckPoint Software (CHKP) • Firewalls • $427M/yr revenue, down 19% y-o-y • $3.9B market cap • RSA Security (RSAS) • E-Security solutions (e.g., secureID) • $230M/yr revenue, down 18% y-o-y • $420M market cap
Large Networks • Networks underlying many aspects of both technological and social systems • Relationships: suppliers, customers, personal • Connectivity: supply chains, information systems, online payment and delivery • Networks have some properties that are very different from “collections” • E.g., bell curve or normal distribution • Height, weight, grades • Not incomes! • Networks generally follow different distribution known as power law
Properties of Large Networks • Positive feedback • Supply side economies of scale • Demand side economies of scale • Often referred to as network effects • Tipping points • Power law distributions • Small worlds phenomena • Power of long-range “random” connections • Evolution of networks • Reputation in networks – “smart mobs”
Positive Feedback • Supply side economies of scale • Marginal cost less than average cost • Anything with high fixed cost, e.g., airline seats • Information goods: (near) zero marginal cost • Demand side economies of scale • Network effects – value higher with more users • Physical and electronic networks • E.g., phone system (first one studied) • Fax, email, IM, Web • Societal networks • Software, VHS tapes, CDs, DVDs
Positive Feedback Effects • “Tippy” markets • Sudden switch to strong get stronger, weak get weaker • Winner take all markets • E.g., VHS vs. Betamax • Dominant player markets • E.g., Windows-Intel vs. Apple • Standards-based markets • Telecommunications: phones and Internet • Negative feedback • Can have stabilizing effect – multiple players
Network Effects • Metcalfe’s law • Value of network proportional to square of its number of users – n2 • Value to each user is (proportional to) n • Times n users • Physical and electronic networks • E.g., phone system • Value proportional to number of people reachable by phone • Communication networks in general • Tendency towards single provider or standard
Societal Networks • Some non-networked goods exhibit network effects • Consumer software in general • More valuable when someone you know can help explain it to you • Windows, TurboTax, etc. • “Network” of know-how • Stronger effect when software used to create documents • Word, Excel, Powerpoint, Acrobat • Inter-operability or standards issues important • “Network” of document exchange
Number of Players • Single vendor/provider • Long distance (pre ATT breakup) • ATT connected their own local exchanges • Enough local share to dominate long distance and lead to further aggregation • Interoperability among vendors/providers • Standards • Internet has many providers all using common hardware and software standards • Licensing • CD’s have many vendors all licensing common standard from Philips
Web Browsers • Substantial network effects • Easier for site developers to have one browser or rock solid standard • Complex and (was) rapidly changing • True standards difficult to develop and maintain • Microsoft realized this and didn’t want to be the marginalized platform • In addition to bundling IE with the OS worked hard to be compatible with market leader • IE 4 produced pages more similar to Netscape 3 than Netscape 4 did
Lock In • Particularly high switching costs for products/services with network effects • Value of alternative lower until many users • Decade-long transitions to new kinds of media • E.g., vinyl to cassette to CD • Difficulty for non-Microsoft Office software • Antitrust concerns specifically address network effects and resulting lock-in • E.g., AOL barred from upgrades to instant messenger service unless interoperate with competitors
Tipping Points • Malcolm Gladwell’s book • Sudden changes that result from seemingly small differences • Crime rates and policing • Epidemics of disease • Dominance of VHS over Betamax • Often underlying networks can provide some insight • Connections between people in spread of disease, ideas, behaviors
Dominant Player or Standard • Chances of tipping Economies of Scale NetworkEffects
Network Effects and IM • In 1999 AOL had near 100% of instant messenger market • With AIM and ICQ combined • In AOL Time Warner merger FCC prohibited advanced IM services such as video • Unless AOL opened up its services to interoperate with other providers • AOL now about 48% of market, petitioning FCC to drop restriction • Claim no longer risk of “tipping” • MSN (29%) and Yahoo (23%) have added advanced services such as video
Causing Positive Feedback • Compatibility, inter-operability, standards • Ease consumer adoption • Multiple competitors, though not necessarily anyone • Potentially give up some performance • Backward compatibility (e.g., dual band phones) • Going it alone • A “10x” product (Andy Grove) • Much better than alternatives to help get over switching cost hurdle • E.g., video game manufacturers
Openness vs. Control • How much added value overall and share you can capture • Value added depends on • Product itself • Size of network • Your share depends on • Ability to capture the value • How open • Resulting degree of competition • Alliance vs. full openness
No Guarantees • Customers value larger networks • How much depends on product/service • Expectations of who will win critical • Tradeoff of openness vs. control • Various strategies • Standards • Room for innovation? • Nearly identical technologies • Proprietary technologies • Consortium – more control than with standards • Going it alone – high risk/reward