International Research Journal of Engineering and Technology (IRJET) Volume: 03 Issue: 07 | July-2016
www.irjet.net
e-ISSN: 2395 -0056 p-ISSN: 2395-0072
Preventing Deception from Online Social Media using Deception Matrix Alka1, Harjot Kaur2 1Department
of Computer Science, GNDU Regional Campus Gurdaspur, Punjab, India 2 Department of Computer Science, GNDU Regional Campus Gurdaspur, Punjab, India through social media, with some suffering from devastating consequences in their personal lives. Deception in the proposed system will be considered the deliberate attempt to mislead others. In deception the person who is deceived may not be aware of the fact that he/she is becoming deceived. The deception will be more profound in the area where boundary between privacy and deceiving others is not clear. The proposed system will be used in order to introduce the security mechanism known as physical check mechanism to ensure that the account on the social networking websites can only be created if the background check is successfully performed.
ABSTRACT- The organization collaboration is very important for the success of the organization. The persons who enter into the organization will interact with the other members of the organization. There exist leaders of the community who are responsible for the management of the communication among the persons within the organization. Sometimes the information presented by the new person joining the community is not correct. This information will cause the deception over the network. In the proposed paper, deception within the social media is going to be analyzed by using the concept of deception matrix. Deception will cause legion of problems and sometimes death of the person who is deceived. The proposed paper suggests the mechanism for tackling such deceptions. KeywordsCollaboration, deception, social media
interact,
information,
1. INTRODUCTION
The proliferation of web based technologies have modified the way that the content is generated and exchanged through the Internet, leading to proliferation of social media applications and services. Social media like Facebook enable creation and exchange of user generated content and design of range of Internet based applications. The services provided by the Internet have increased. This not only provides the extra facilities to the users but also has attracted large number of users towards the Internet based technologies. As more and more users are intended toward the Internet so does the social networking sites. In today‟s environment there exists a large number of social networking websites. These social networking websites use large number of interactive mechanisms to impress the users. Each social networking website needs user. So these social networking sites do not use any solid foolproof mechanism of authentications. This can cause frauds over the social networking sites. From previous work on deception, it has been found that people in general lie routinely and several efforts have been made to detect and understand the deception. Deceptions have been used in various contexts throughout human history to enhance attacker‟s tactics. Social media provides new environments and technologies for potential deceivers. There are many examples of people being deceived
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Impact Factor value: 4.45
Fig 1. Role of deception in interaction METHODS Participants and procedure A message inviting people to answer a web-based questionnaire was posted in 14 discussion groups. These discussion groups were randomly selected from three different popular Israeli portals. These discussion groups varied in content, and included both groups that discuss a particular subject (e.g., meteorology, internet culture, or new age) and groups that have more general, unspecific topics (like a group for 30+, university students, or males). A total of 257 people returned the questionnaire; 68% reported being female. The reported mean age was 30 (range: 14–70), with the following distribution: 17% under the age of 20, 44% 20–30, 27% 30–40, and the rest over 40. Seventy-nine percent reported having an academic education (students in higher education institutes or postgraduate). On the average, people reported spending 3.5 h per day online (range 0.5–18 h). Average reported on- line competence was 3.2 points (out of
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