C3L - Meet the team!

 Introduction to the people behind this blog! This blog is where members of C3L post about current projects, spread a bit of information, and write about their personal interests in order to create a wider outreach.  The blog has three main authors contributing: Scott (the director of the company), Alex (researcher and co-developer), and Grace (Research assistant for the company.) The purpose of this post is to officially introduce each of us as individuals in order to give a small insight into who we are and what we're like at C3L as people.  Firstly introducing, Scott:  I'm Scott, I started the company to take advantage of an opportunity to work in standards way back in 1995 and have managed to keep my hand in since. My background is in engineering and I've been doing it since leaving school and university. I'd like to think I'm good at it, taking a holistic systems view to things and looking into why they aren't secure and then trying to find ways to fix thin

ETSI Security Conference 2023 Presentation - Implementing Design Practices with the Goal to Prevent Consumer IoT Enabled Coercive Control

 This post shares a summary of of presentation I gave at the ETSI Security Conference 2023 on implementing Design Practices with the Goal to Prevent Consumer IoT Enabled Coercive Control.  Introduction An Overview of ETSI EG 203 936 - Implementing Design Practices to Mitigate Consumer IoT-Enabled Coercive Control. ETSI Guide that recommends initial design practices to minimise the potential of coercive control by consumer Internet of Things (IoT) devices. The guide provides emerging design practices through examples and explanatory text for organisations involved in the development and manufacturing of Consumer IoT devices and associated services. Understanding Consumer IoT Enabled Coercive Control Coercive control is entrapment in personal life, and it pertains to the set of control skills also used in other situations of captivity such as hostage situations and human trafficking to override autonomy and the sense of self and entrap a person. T he misuse of novel

ETSI Event 2024 Notice - Artificial Intelligence Conference: Status, Implementation and Way Forward of AI Standardization

  The   ETSI Artificial Intelligence (AI) Conference - Status, Implementation and Way Forward of AI Standardization,  will take place   face-to-face   on   5th - 7th February 2024   in   ETSI , Sophia Antipolis, France.  #ETSI_AI_Conf Artificial Intelligence / Machine Learning (AI/ML) technology has made major advancements in recent years and is becoming a key enabler for new disruptive features and applications in any digital product. This face-to-face event will offer attendees the unique opportunity to come together to exchange with experts, network with peers, visit the demos and posters around the subject of Machine Learning with a specific focus on Information and Communications Technology (ICT). AI/ML will fundamentally shift the Information and Communications Technology (ICT) industry, as technologies such as Natural Language Processing, Deep Learning, and others will enhance the performance of communications, applications, content, and digital commerce. Artificial Intelligence

Video Game Heritage - Preserving and Archiving

  Introduction   The area of digital prevention is becoming a more important topic and is something awareness of is growing with video games as part of this topic. What it is meant by video game heritage  is that it consists in preserving objects of every nature, so as to pass them on to future generations. Heritage is the sum of all these preserved objects drawing a link between the past, present and future. Video game preservation is the act of taking steps to ensure that older video games will be easily accessible and playable in the future. It  includes archiving development  source code  and art assets, digital copies of video games,  emulation of video game hardware , maintenance and preservation of specialised video game hardware such as  arcade games,   video game consoles , and digitisation of print video game magazines and books . Video game archiving, is to maintaining them as intrinsic value to future generations. The item people make use is composed of what they aspire too

Securing the Metaverse

  Introduction If and when the concept of the metaverse becomes common use it will likely have security challenges associated with it. Regardless of we may think of the metaverse concept either positively or negatively because it such early days we do not know what the end product will be so there is no real harm in discussing ponytail problems and we may be able to solve them.  In   futurism   and   science fiction , the   metaverse   is a hypothetical iteration of the   Internet   as a single, universal and immersive   virtual world   that is facilitated by the use of   virtual reality   (VR) and   augmented reality   (AR) headsets.   Often today, a metaverse is a network of 3D   virtual worlds   focused on social connection. The term "metaverse" originated in the 1992 science fiction novel  Snow Crash by Neal Stephenson  , as a portmanteau of "meta" and "universe". Metaverse development is often linked to advancing virtual reality technology due to incr

Awareness of Sextortion emails spoofing your own email address

  Introduction As one of these type of emails ended up in my junk folder and was a new one to myself I thought it would be a good idea to share information about this type of online sextortion scam. A reminder sextortion scams are a type of phishing attack whereby people are coerced to pay a crypto currency ransom because they have been threatened with sharing video of themselves visiting adult websites. These scams are made to appear all the more credible because they provide seemingly plausible technical details about how this was achieved, and the phish can sometimes also include the individual’s password. Phishes are designed to play on people’s emotions so that they will behave in a way which is out of character, and scams such as this are no different. The phisher is gambling that enough people will respond so that their scam is profitable; they do not know if you have a webcam, have been visiting adult websites, or the means by which you communicate with people, in short, they a

The Metaverse and SDOs

  Introduction “Metaverse” is a term created by author Neal Stephenson in his 1992 science fiction novel Snow Crash. It combines the words “meta” and “universe.” He envisioned it as an immersive virtual world that runs parallel to the real world. The metaverse is  a concept which is being talked up by some as the future of the internet. Though at the moment there is no single agreed  definition of it. The basic definition is i nstead of being on a computer, in the metaverse the user might use a headset to enter a virtual world connecting all sorts of digital environments.   Unlike current VR, which is mostly used for gaming, this virtual world could be used for practically anything - work, play, concerts, cinema trips - or just hanging out. Most people envision that the user would have a 3D avatar - a representation of themselves - as they use it.  Also, some organisations believe the metaverse will be based around  Web3 and exist on a blockchain ledger, while use making use of NFTs an