Tech
Cybersecurity and the metaverse: Identifying the weak spots
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As you scroll through your myriad social media platforms, jump online to read reviews of the new restaurant that just opened up down the street, or log on to your favorite virtual retailer to buy a birthday present for your mom, you might not feel like your online life is changing. Chances are, though, the digital status quo isn’t going to remain the status quo for very much longer.
Indeed, there are a lot of pretty profound indicators of a sea change to come. Zuckerberg recently rechristened Facebook as Meta. Microsoft is currently in the process of acquiring the gaming giant, Activision Blizzard, for nearly $70 billion. Even the iconic fashion house, Ralph Lauren, has launched a line of virtual apparel and accessories.
So what is it that’s creating such seismic shifts in the world of both tech and commerce, and why should you care?
It’s the metaverse, and it has the tech world buzzing. You’ve probably heard the term yourself, but you may not be clear on what it’s all about.
Understanding the metaverse
In a nutshell, the metaverse is a new, enhanced version of the internet that uses virtual reality and augmented reality (AR/VR) to provide a fully immersive experience of the online world. It is, in other words, a version of the web in which “you,” in the form of your online avatar, can work, play, get an education, shop and socialize with friends — and feel as if you’re actually there.
The metaverse is, in essence, an alternative to our physical world, but without many of its limitations, such as the constraints of geographic distance or the hindrances of real, living bodies.
Sounds pretty exciting, right? Well, yes. However, there’s a downside. Experts predict that the metaverse is going to amplify the cybersecurity challenges that already exist online today while introducing a host of new ones, both those that we can predict as well as those we cannot as of yet.
Research shows, for example, that cybersecurity threats, as well as cybercrimes, are rapidly and dramatically increasing, rising by 50% or more, year over year. Recent predictions hold that the annual costs of cybercrime will exceed $10 trillion by the year 2025, and that the primary commercial targets are likely not to be finance or commerce. Rather, other key industries are being targeted for cybercrime, such as real estate, education and agriculture.
If and when the metaverse emerges to supplant Web2, experts caution that these trends will only worsen and that the ramifications of cybercrime may, like the metaverse itself, be an extreme enhancement of what currently exists.
Identity security
The metaverse is designed to function through the use of digital avatars that each user creates for themselves. Ostensibly, this avatar will be both unique and secure, which will allow the real human it represents to use their personally identifiable information (PII) and other sensitive information to make purchases, do work and even receive healthcare.
In addition, through the avatar, the user can interact with others in the digital space, including working with colleagues in a virtual office.
The concern, however, is that because the avatar is, fundamentally, the skeleton key to your private offline information, from your PII to your financial accounts, if a hacker gains access to your avatar, then they can open the door to your entire life. This holds the potential to take identity theft to an unprecedented level.
Identity theft in the metaverse can also take another, and perhaps even more sinister, turn, however. If hackers gain control of your avatar, they may well engage in behaviors that can ruin your relationships and reputation, and may even put your offline safety at risk.
A particularly alarming form of this kind of identity hijacking is the “deepfake,” in which bad actors represent themselves in the digital space as another person. Online deepfake videos have already been made of celebrities and ordinary citizens alike, using technology that is so sophisticated it is nearly impossible to differentiate between the deepfake and the real person.
NFT and bitcoin scams
The metaverse will function through its own forms of currency, including cryptocurrency like Bitcoin, as well as various types of nonfungible tokens (NFTs). While NFTs and cryptocurrencies can be accumulated, exchanged, spent or lost in the metaverse much as fiat currency is used in the physical world, the process begins with purchasing these digital currencies with traditional money.
Just as in the physical world, scammers and thieves will flock to anything of value, and the metaverse, despite the fact that it is still in its nascent stages, has already been the site of some pretty breathtaking scams. In fact, it’s estimated that more than $14 billion in cryptocurrency was lost to fraudsters in 2021 alone.
The notorious Hyperverse scam, for example, offered metaverse residents the chance to purchase tickets to a concert series in the metaverse using crypto to purchase NFT tickets. The event was highly publicized, not only within the metaverse but also in traditional and social media, and generated massive interest. There is, to date, no evidence that any of the heavily promoted events ever actually occurred.
Significantly, because theft in the metaverse generally involves blockchain technology, it is almost impossible for law enforcement to track the culprit. This is due to the decentralized nature of blockchain, which erases all records of the chain of possession.
Biometrics and data hacks
Among the most disconcerting of the potential cybersecurity threats in the metaverse is the risk of biometric hacking. Because the metaverse functions through VR/AR, users will need to wear VR headsets and, potentially, other VR/AR technologies, such as haptic gloves.
These may be used in certain areas of the metaverse for biometric identification, such as through iris scanning. However, critics fear that hackers may gain access to these biometrics which could not only enable them to gain access to sensitive accounts, but may also provide access to private information about the end user’s physical functioning and medical status.
This is a particular concern given the notorious history of nefarious data collection practices by entities such as Facebook. Critics argue, for example, that if platforms like Meta have access to voluminous biometric data on its end-users, then those data archives may be hacked or, worse, sold without the end user’s consent.
Physical safety
The immersive environment of the metaverse may also put end users’ physical safety in the offline world at risk as well. For example, if a hacker takes control of someone’s account, then they may be able to manipulate what their avatar sees, hears and does in the virtual space.
However, activity in the metaverse can also readily translate into activity in the physical world. The immersive experience of the metaverse means that users can easily become disoriented as their senses are no longer registering their actual physical environment. A hacker may manipulate the metaverse environment so that the user responds physically but with no awareness of their physical surroundings. This could even lead to life-threatening situations, as hackers could potentially manipulate end-users to unwittingly walk forward into traffic or off a flight of stairs.
This can be a particular concern for parents whose children are already gaming in the metaverse. Fortunately, it’s still possible to monitor gameplay in the metaverse, such as by ensuring that children project their game world onto the family television to better enable parents to keep watching.
The takeaway
The metaverse is truly a brave new world, one that holds tremendous promise and potential. The metaverse may well revolutionize the ways we work, learn, play and socialize. However, the cybersecurity threats of the metaverse are very real, and it is incumbent upon metaverse creators, governments, corporations and private citizens to understand and guard against these dangers.
Charlie Fletcher is a freelance writer covering tech and business.
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Web3 and the transition toward true digital ownership
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How do you think you would answer if I asked you the following question: “What do you own online?”
In real life, you own your home, the car you drive, the watch you wear, and anything else you have purchased. But do you own your email address or your business’s website? How about the pictures that populate your Instagram account? Or the in-game purchases on Fortnite or FIFA video games or whatever else you are playing?
My best guess is, after casting your mind through the things you use the internet for (which for everybody is pretty much everything, social and professional), you would struggle to find a solid answer.
Maybe you would ask me to explain what I mean by “ownership.” But it doesn’t really matter. And while I don’t mean this to be a trick question, it kind of is. Because in the current version of the internet, we don’t have ownership rights online.
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Digital ownership: Participants and products
To understand why we don’t own anything online, we must first understand the evolution of the internet and how it gave rise to the business model that has dominated its current iteration.
In the 1990s — the decade of desktop computers and dial-up connections — the internet was predominantly a content delivery network consisting of simple static websites showcasing information. What we refer to today as Web1 was slow, siloed, and disorganized.
Next came the platforms, such as Facebook (now Meta) and Google, driven by wireless connectivity and the development of handheld devices like laptops, smartphones, and tablets, which gave us free-to-use services that enabled us to edit, interact with and generate content. These platforms centralized the web, putting in place a top-down structure that saw users reliant on their systems and services.
This evolution of the internet took place in the mid-2000s and is the version we know today. We call it Web2. It is a model based on connectivity and user-generated content, made in the image and interests of companies like Facebook, Twitter, Instagram, and YouTube.
In this environment, netizens are both participants and products. We sign up for services in exchange for our data, which is sold to advertisers, and we create content that generates value and fuels engagement for these platforms. We do all this while having no rights to anything online.
Our social media profiles can be taken down and our access to email accounts or messenger apps suspended. We don’t own any of the digital assets we purchase and have no autonomy over our data. Businesses we build online are often reliant on platforms and are therefore vulnerable to algorithms, data breaches and shadow bans.
The deck is stacked against us. Because the option not to be involved, when so much of the commerce and communication in the world takes place online, is not really an option at all. And yet there is nothing that we can point to and call ours. Nothing we have any actual authority over.
And, it is this dynamic that Web3 is determined to change.
Web3 and the “internet of value”
Right now, when most people hear the term “Web3” they probably think “metaverse”. But a better way to think about Web3 is as the evolution of the internet.
Today, the digital experience is very corporate and very centralized. Web3 will offer the dynamic, app-driven user experience of the current mobile web in a decentralized model, shifting the power from big tech back to the users. It will do this by spreading the data outward — putting it back in the hands of netizens who are then free to use, share and monetize it as they see fit — and expanding the scale and scope of interactions between users and the internet.
Underpinning that expansion will be guaranteed access, which means anyone can use any service without permissions and no one can block, restrict or remove any user’s access.
The idea then is that Web3 will not only be more egalitarian but that it will create an “Internet of Value” because the value generated by the web will be shared much more equitably between users, companies, and services, with much better interoperability. Users will have full ownership, authority, and control over both the content they create and their data. But how will this help us transition toward true digital ownership?
NFTs hold the key to digital ownership
The truth is that digital ownership is not too hard a problem to solve. And we already have the solution: NFTs.
In the public consciousness, NFTs are known for the projects that have garnered the most media attention, such as CryptoPunks and Bored Ape Yacht Club. While projects such as these have catapulted the term into the zeitgeist, the usefulness of the underlying technology has been much less discussed.
Simply put, NFTs act as proof of ownership. The details of the NFT’s holder are recorded on the blockchain, all transactions and transfers are tracked and transparent and available to the public, and everything is managed by the token’s unique ID and metadata.
So, how does this work in practice? Let’s say I create an NFT. As soon as I upload it, a “smart contract” is created that tracks its creation, the current owner, and the royalties I will receive. If someone decides to purchase it, they own that NFT and any additional perks that come with ownership. Their details are registered on the blockchain and nobody can edit or remove them.
Now, let’s say that the market for my NFTs starts to heat up, demand grows and the value of my collection begins to rise. If the owner decides to sell, they make a profit and I earn a small royalty from the resale. The change in ownership is tracked on-chain in real-time and the smart contract ensures my royalty fee is deposited directly in my wallet. This is the key value proposition of NFTs: Verifiable ownership and the option to liquidate digital assets.
What’s next for Web3?
This is what ownership looks like in Web3. It is the promise that netizens will be able to own their digital assets in the same way that they own their home, car and watch. NFTs will usher in a more equitable digital economy and will play a central role in the future of digital commerce.
The fact is that as of right now, we are still writing the Web3 rulebook. This is still a very new, very young space. And while few things are certain, what we can say for sure is that the internet is only moving in one direction: ownership.
The guiding principle in Web3 is to accelerate the transition towards a more equitable digital environment. It is very much opt-in, an internet built by the people for the people. It is one in which ownership is the foundation upon which new products, networks, and experiences are being built. And it is fundamental to establishing the internet of value.
Over the next few years, as Web3 develops it will operate alongside Web2. The infrastructure supporting Web2 is very strong and I don’t see us completely shifting away from that any time soon. However, in the medium-to long-term, Web3 will completely reshape our relationship with the internet.
Filip Martinsson is cofounder and chief operating officer of Moralis.
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Apple blocked the latest Telegram update over a new animated emoji set
Ever since Apple launched the App Store, developers big and small have gotten caught up in the company’s approval process and had their apps delayed or removed altogether. The popular messaging app Telegram is just the latest, according to the company’s CEO Pavel Durov. On August 10th, Durov posted a message to his Telegram channel saying the app’s latest update had been stuck in Apple’s review process for two weeks without any real word from the company about why it was held up.
As noted by The Verge, the update was finally released yesterday, and Durov again took to Telegram to discuss what happened. The CEO says that Apple told Telegram that it would have to remove a new feature called Telemoji, which Durov described as “higher quality vector-animated versions of the standard emoji.” He included a preview of what they would look like in his post — they’re similar to the basic emoji set Apple uses, but with some pretty delightful animations that certainly could help make messaging a little more expressive.
“This is a puzzling move on Apple’s behalf, because Telemoji would have brought an entire new dimension to its static low-resolution emoji and would have significantly enriched their ecosystem,” Durov wrote in his post. It’s not entirely clear how this feature would enrich Apple’s overall ecosystem, but it still seems like quite the puzzling thing for Apple to get caught up over, especially since Telegram already has a host of emoji and sticker options that go far beyond the default set found in iOS. Indeed, Durov noted that there are more than 10 new emoji packs in the latest Telegram update, and said the company will take the time to make Telemoji “even more unique and recognizable.”
There are still a lot of emoji-related improvements in the latest Telegram update, though. The company says it is launching an “open emoji platform” where anyone can upload their own set of emoji that people who pay for Telegram’s premium service can use. If you’re not a premium user, you’ll still be able to see the customized emoji and test using them in “saved messages” like reminders and notes in the app. The custom emoji can be interactive as well — if you tap on them, you’ll get a full-screen animated reaction.
To make it easier to access all this, the sticker, GIF and emoji panel has been redesigned, with tabs for each of those reaction categories. This makes the iOS keyboard match up with the Android app as well as the web version of Telegram. There are also new privacy settings that let you control who can send you video and voice messages: everyone, contacts or no one. Telegram notes that, like its other privacy settings, you can set “exceptions” so that specific groups or people can “always” or “never” send you voice or video messages. The new update — sans Telemoji — is available now.
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