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Francesco Pagano

Publications and source records attributed to Francesco Pagano.

11 recordsLinked to original sources

Obfuscating Code Vulnerabilities against Static Analysis in JavaScript Code

Code obfuscation is widely adopted in modern software development to protect intellectual property and hinder reverse engineering, but it also provides attackers with a powerful means to conceal malicious logic inside otherwise legitimate JavaScript code. In a software supply chain where a single compromised package can affect thousands of applications, this raises a critical question: how robust are the Static Application Security Testing (SAST) tools that CI/CD pipelines rely on as automated security gatekeepers? This paper answers that question by empirically quantifying the impact of JavaScript obfuscation on state-of-practice SAST. We define a realistic supply-chain threat model in which an adversary injects vulnerable code and iteratively obfuscates it until the pipeline reports a clean scan. To measure the resulting degradation, we introduce the Vulnerability Detection Loss (VDL) metric and conduct a two-phase study. First, we analyze 16 vulnerable-by-design Node.js web applications from the OWASP directory; second, we extend the analysis to 260 in-the-wild JavaScript/Node.js projects from GitHub. Across both datasets, we apply eight semantics-preserving obfuscation techniques and their combinations and evaluate two representative SAST tools, Njsscan and Bearer. Even a single obfuscation technique typically suppresses most baseline findings, including high-severity issues, while stacking techniques yield near-total evasion, with VDL often approaching 100%. Our results show that current JavaScript SAST is fundamentally not robust against commonplace obfuscations and that "clean" reports on obfuscated code may offer only a false sense of security. Finally, we discuss practical mitigation guidelines and directions for obfuscation-aware analysis.

cs.CR

You can't always get what you want: towards user-controlled privacy on Android

Mobile applications (hereafter, apps) collect a plethora of information regarding the user behavior and his device through third-party analytics libraries. However, the collection and usage of such data raised several privacy concerns, mainly because the end-user - i.e., the actual owner of the data - is out of the loop in this collection process. Also, the existing privacy-enhanced solutions that emerged in the last years follow an "all or nothing" approach, leaving the user the sole option to accept or completely deny the access to privacy-related data. This work has the two-fold objective of assessing the privacy implications on the usage of analytics libraries in mobile apps and proposing a data anonymization methodology that enables a trade-off between the utility and privacy of the collected data and gives the user complete control over the sharing process. To achieve that, we present an empirical privacy assessment on the analytics libraries contained in the 4500 most-used Android apps of the Google Play Store between November 2020 and January 2021. Then, we propose an empowered anonymization methodology, based on MobHide, that gives the end-user complete control over the collection and anonymization process. Finally, we empirically demonstrate the applicability and effectiveness of such anonymization methodology thanks to HideDroid, a fully-fledged anonymization app for the Android ecosystem.

cs.CR

Understanding Fuchsia Security

Fuchsia is a new open-source operating system created at Google that is currently under active development. The core architectural principles guiding the design and development of the OS include high system modularity and a specific focus on security and privacy. This paper analyzes the architecture and the software model of Fuchsia, giving a specific focus on the core security mechanisms of this new operating system.

cs.CR

iPrivacy: a Distributed Approach to Privacy on the Cloud

The increasing adoption of Cloud storage poses a number of privacy issues. Users wish to preserve full control over their sensitive data and cannot accept that it to be accessible by the remote storage provider. Previous research was made on techniques to protect data stored on untrusted servers; however we argue that the cloud architecture presents a number of open issues. To handle them, we present an approach where confidential data is stored in a highly distributed database, partly located on the cloud and partly on the clients. Data is shared in a secure manner using a simple grant-and-revoke permission of shared data and we have developed a system test implementation, using an in-memory RDBMS with row-level data encryption for fine-grained data access control

cs.CR

A Distributed Approach to Privacy on the Cloud

The increasing adoption of Cloud-based data processing and storage poses a number of privacy issues. Users wish to preserve full control over their sensitive data and cannot accept it to be fully accessible to an external storage provider. Previous research in this area was mostly addressed at techniques to protect data stored on untrusted database servers; however, I argue that the Cloud architecture presents a number of specific problems and issues. This dissertation contains a detailed analysis of open issues. To handle them, I present a novel approach where confidential data is stored in a highly distributed partitioned database, partly located on the Cloud and partly on the clients. In my approach, data can be either private or shared; the latter is shared in a secure manner by means of simple grant-and-revoke permissions. I have developed a proof-of-concept implementation using an in-memory RDBMS with row-level data encryption in order to achieve fine-grained data access control. This type of approach is rarely adopted in conventional outsourced RDBMSs because it requires several complex steps. Benchmarks of my proofof-concept implementation show that my approach overcomes most of the problems.

cs.CR

Adaptive Search over Sorted Sets

We revisit the classical algorithms for searching over sorted sets to introduce an algorithm refinement, called Adaptive Search, that combines the good features of Interpolation search and those of Binary search. W.r.t. Interpolation search, only a constant number of extra comparisons is introduced. Yet, under diverse input data distributions our algorithm shows costs comparable to that of Interpolation search, i.e., O(log log n) while the worst-case cost is always in O(log n), as with Binary search. On benchmarks drawn from large datasets, both synthetic and real-life, Adaptive search scores better times and lesser memory accesses even than Santoro and Sidney's Interpolation-Binary search.

cs.DS

Using In-Memory Encrypted Databases on the Cloud

Storing data in the cloud poses a number of privacy issues. A way to handle them is supporting data replication and distribution on the cloud via a local, centrally synchronized storage. In this paper we propose to use an in-memory RDBMS with row-level data encryption for granting and revoking access rights to distributed data. This type of solution is rarely adopted in conventional RDBMSs because it requires several complex steps. In this paper we focus on implementation and benchmarking of a test system, which shows that our simple yet effective solution overcomes most of the problems.

cs.CR

A Framework for Designing 3D Virtual Environments

The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several levels of abstraction to ease this work. It includes state-of-the-art components we devised or integrated adopting open-source solutions in order to face specific problems. Its architecture is modular and customizable, the code is open-source.

cs.GR

Rendering of 3D Dynamic Virtual Environments

In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the support of a physics engine and various input systems. It has been designed with a modular structure to allow future expansions. We exploited some open-source state-of-the-art components such as OGRE, PhysX, ParticleUniverse, etc.; all of them have been properly integrated to obtain peculiar physical and environmental effects. The stand-alone version of the application is fully compatible with Direct3D and OpenGL APIs and adopts OpenAL APIs to manage audio cards. Concluding, we devised a showcase demo which reproduces a dynamic 3D environment, including some particular effects: the alternation of day and night infuencing the lighting of the scene, the rendering of terrain, water and vegetation, the reproduction of sounds and atmospheric agents.

cs.GR

Handling Confidential Data on the Untrusted Cloud: An Agent-based Approach

Cloud computing allows shared computer and storage facilities to be used by a multitude of clients. While cloud management is centralized, the information resides in the cloud and information sharing can be implemented via off-the-shelf techniques for multiuser databases. Users, however, are very diffident for not having full control over their sensitive data. Untrusted database-as-a-server techniques are neither readily extendable to the cloud environment nor easily understandable by non-technical users. To solve this problem, we present an approach where agents share reserved data in a secure manner by the use of simple grant-and-revoke permissions on shared data.

cs.CR

Living City, a Collaborative Browser-based Massively Multiplayer Online Game

This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections.

cs.CY