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Jeremy Blackburn

Publications and source records attributed to Jeremy Blackburn.

At least 73 records · Page 4Linked to original sources

Who Let The Trolls Out? Towards Understanding State-Sponsored Trolls

Recent evidence has emerged linking coordinated campaigns by state-sponsored actors to manipulate public opinion on the Web. Campaigns revolving around major political events are enacted via mission-focused "trolls." While trolls are involved in spreading disinformation on social media, there is little understanding of how they operate, what type of content they disseminate, how their strategies evolve over time, and how they influence the Web's information ecosystem. In this paper, we begin to address this gap by analyzing 10M posts by 5.5K Twitter and Reddit users identified as Russian and Iranian state-sponsored trolls. We compare the behavior of each group of state-sponsored trolls with a focus on how their strategies change over time, the different campaigns they embark on, and differences between the trolls operated by Russia and Iran. Among other things, we find: 1) that Russian trolls were pro-Trump while Iranian trolls were anti-Trump; 2) evidence that campaigns undertaken by such actors are influenced by real-world events; and 3) that the behavior of such actors is not consistent over time, hence automated detection is not a straightforward task. Using the Hawkes Processes statistical model, we quantify the influence these accounts have on pushing URLs on four social platforms: Twitter, Reddit, 4chan's Politically Incorrect board (/pol/), and Gab. In general, Russian trolls were more influential and efficient in pushing URLs to all the other platforms with the exception of /pol/ where Iranians were more influential. Finally, we release our data and source code to ensure the reproducibility of our results and to encourage other researchers to work on understanding other emerging kinds of state-sponsored troll accounts on Twitter.

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EYEORG: A Platform For Crowdsourcing Web Quality Of Experience Measurements

Tremendous effort has gone into the ongoing battle to make webpages load faster. This effort has culminated in new protocols (QUIC, SPDY, and HTTP/2) as well as novel content delivery mechanisms. In addition, companies like Google and SpeedCurve investigated how to measure "page load time" (PLT) in a way that captures human perception. In this paper we present Eyeorg, a platform for crowdsourcing web quality of experience measurements. Eyeorg overcomes the scaling and automation challenges of recruiting users and collecting consistent user-perceived quality measurements. We validate Eyeorg's capabilities via a set of 100 trusted participants. Next, we showcase its functionalities via three measurement campaigns, each involving 1,000 paid participants, to 1) study the quality of several PLT metrics, 2) compare HTTP/1.1 and HTTP/2 performance, and 3) assess the impact of online advertisements and ad blockers on user experience. We find that commonly used, and even novel and sophisticated PLT metrics fail to represent actual human perception of PLT, that the performance gains from HTTP/2 are imperceivable in some circumstances, and that not all ad blockers are created equal.

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The Web of False Information: Rumors, Fake News, Hoaxes, Clickbait, and Various Other Shenanigans

A new era of Information Warfare has arrived. Various actors, including state-sponsored ones, are weaponizing information on Online Social Networks to run false information campaigns with targeted manipulation of public opinion on specific topics. These false information campaigns can have dire consequences to the public: mutating their opinions and actions, especially with respect to critical world events like major elections. Evidently, the problem of false information on the Web is a crucial one, and needs increased public awareness, as well as immediate attention from law enforcement agencies, public institutions, and in particular, the research community. In this paper, we make a step in this direction by providing a typology of the Web's false information ecosystem, comprising various types of false information, actors, and their motives. We report a comprehensive overview of existing research on the false information ecosystem by identifying several lines of work: 1) how the public perceives false information; 2) understanding the propagation of false information; 3) detecting and containing false information on the Web; and 4) false information on the political stage. In this work, we pay particular attention to political false information as: 1) it can have dire consequences to the community (e.g., when election results are mutated) and 2) previous work show that this type of false information propagates faster and further when compared to other types of false information. Finally, for each of these lines of work, we report several future research directions that can help us better understand and mitigate the emerging problem of false information dissemination on the Web.

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On the Origins of Memes by Means of Fringe Web Communities

Internet memes are increasingly used to sway and manipulate public opinion. This prompts the need to study their propagation, evolution, and influence across the Web. In this paper, we detect and measure the propagation of memes across multiple Web communities, using a processing pipeline based on perceptual hashing and clustering techniques, and a dataset of 160M images from 2.6B posts gathered from Twitter, Reddit, 4chan's Politically Incorrect board (/pol/), and Gab, over the course of 13 months. We group the images posted on fringe Web communities (/pol/, Gab, and The_Donald subreddit) into clusters, annotate them using meme metadata obtained from Know Your Meme, and also map images from mainstream communities (Twitter and Reddit) to the clusters. Our analysis provides an assessment of the popularity and diversity of memes in the context of each community, showing, e.g., that racist memes are extremely common in fringe Web communities. We also find a substantial number of politics-related memes on both mainstream and fringe Web communities, supporting media reports that memes might be used to enhance or harm politicians. Finally, we use Hawkes processes to model the interplay between Web communities and quantify their reciprocal influence, finding that /pol/ substantially influences the meme ecosystem with the number of memes it produces, while \td has a higher success rate in pushing them to other communities.

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A Family of Droids -- Android Malware Detection via Behavioral Modeling: Static vs Dynamic Analysis

Following the increasing popularity of mobile ecosystems, cybercriminals have increasingly targeted them, designing and distributing malicious apps that steal information or cause harm to the device's owner. Aiming to counter them, detection techniques based on either static or dynamic analysis that model Android malware, have been proposed. While the pros and cons of these analysis techniques are known, they are usually compared in the context of their limitations e.g., static analysis is not able to capture runtime behaviors, full code coverage is usually not achieved during dynamic analysis, etc. Whereas, in this paper, we analyze the performance of static and dynamic analysis methods in the detection of Android malware and attempt to compare them in terms of their detection performance, using the same modeling approach. To this end, we build on MaMaDroid, a state-of-the-art detection system that relies on static analysis to create a behavioral model from the sequences of abstracted API calls. Then, aiming to apply the same technique in a dynamic analysis setting, we modify CHIMP, a platform recently proposed to crowdsource human inputs for app testing, in order to extract API calls' sequences from the traces produced while executing the app on a CHIMP virtual device. We call this system AuntieDroid and instantiate it by using both automated (Monkey) and user-generated inputs. We find that combining both static and dynamic analysis yields the best performance, with F-measure reaching 0.92. We also show that static analysis is at least as effective as dynamic analysis, depending on how apps are stimulated during execution, and, finally, investigate the reasons for inconsistent misclassifications across methods.

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"23andMe confirms: I'm super white" -- Analyzing Twitter Discourse On Genetic Testing

Recent progress in genomics is bringing genetic testing to the masses. Participatory public initiatives are underway to sequence the genome of millions of volunteers, and a new market is booming with a number of companies like 23andMe and AncestryDNA offering affordable tests directly to consumers. Consequently, news, experiences, and views on genetic testing are increasingly shared and discussed online and on social networks like Twitter. In this paper, we present a large-scale analysis of Twitter discourse on genetic testing. We collect 302K tweets from 113K users, posted over 2.5 years, by using thirteen keywords related to genetic testing companies and public initiatives as search keywords. We study both the tweets and the users posting them along several axes, aiming to understand who tweets about genetic testing, what they talk about, and how they use Twitter for that. Among other things, we find that tweets about genetic testing originate from accounts that overall appear to be interested in digital health and technology. Also, marketing efforts as well as announcements, such as the FDA's suspension of 23andMe's health reports, influence the type and the nature of user engagement.Finally, we report on users who share screenshots of their results, and raise a few ethical and societal questions as we find evidence of groups associating genetic testing to racist ideologies.

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Large Scale Crowdsourcing and Characterization of Twitter Abusive Behavior

In recent years, offensive, abusive and hateful language, sexism, racism and other types of aggressive and cyberbullying behavior have been manifesting with increased frequency, and in many online social media platforms. In fact, past scientific work focused on studying these forms in popular media, such as Facebook and Twitter. Building on such work, we present an 8-month study of the various forms of abusive behavior on Twitter, in a holistic fashion. Departing from past work, we examine a wide variety of labeling schemes, which cover different forms of abusive behavior, at the same time. We propose an incremental and iterative methodology, that utilizes the power of crowdsourcing to annotate a large scale collection of tweets with a set of abuse-related labels. In fact, by applying our methodology including statistical analysis for label merging or elimination, we identify a reduced but robust set of labels. Finally, we offer a first overview and findings of our collected and annotated dataset of 100 thousand tweets, which we make publicly available for further scientific exploration.

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Understanding Web Archiving Services and Their (Mis)Use on Social Media

Web archiving services play an increasingly important role in today's information ecosystem, by ensuring the continuing availability of information, or by deliberately caching content that might get deleted or removed. Among these, the Wayback Machine has been proactively archiving, since 2001, versions of a large number of Web pages, while newer services like archive.is allow users to create on-demand snapshots of specific Web pages, which serve as time capsules that can be shared across the Web. In this paper, we present a large-scale analysis of Web archiving services and their use on social media, shedding light on the actors involved in this ecosystem, the content that gets archived, and how it is shared. We crawl and study: 1) 21M URLs from archive.is, spanning almost two years, and 2) 356K archive.is plus 391K Wayback Machine URLs that were shared on four social networks: Reddit, Twitter, Gab, and 4chan's Politically Incorrect board (/pol/) over 14 months. We observe that news and social media posts are the most common types of content archived, likely due to their perceived ephemeral and/or controversial nature. Moreover, URLs of archiving services are extensively shared on "fringe" communities within Reddit and 4chan to preserve possibly contentious content. Lastly, we find evidence of moderators nudging or even forcing users to use archives, instead of direct links, for news sources with opposing ideologies, potentially depriving them of ad revenue.

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What is Gab? A Bastion of Free Speech or an Alt-Right Echo Chamber?

Over the past few years, a number of new "fringe" communities, like 4chan or certain subreddits, have gained traction on the Web at a rapid pace. However, more often than not, little is known about how they evolve or what kind of activities they attract, despite recent research has shown that they influence how false information reaches mainstream communities. This motivates the need to monitor these communities and analyze their impact on the Web's information ecosystem. In August 2016, a new social network called Gab was created as an alternative to Twitter. It positions itself as putting "people and free speech first'", welcoming users banned or suspended from other social networks. In this paper, we provide, to the best of our knowledge, the first characterization of Gab. We collect and analyze 22M posts produced by 336K users between August 2016 and January 2018, finding that Gab is predominantly used for the dissemination and discussion of news and world events, and that it attracts alt-right users, conspiracy theorists, and other trolls. We also measure the prevalence of hate speech on the platform, finding it to be much higher than Twitter, but lower than 4chan's Politically Incorrect board.

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A Unified Deep Learning Architecture for Abuse Detection

Hate speech, offensive language, sexism, racism and other types of abusive behavior have become a common phenomenon in many online social media platforms. In recent years, such diverse abusive behaviors have been manifesting with increased frequency and levels of intensity. This is due to the openness and willingness of popular media platforms, such as Twitter and Facebook, to host content of sensitive or controversial topics. However, these platforms have not adequately addressed the problem of online abusive behavior, and their responsiveness to the effective detection and blocking of such inappropriate behavior remains limited. In the present paper, we study this complex problem by following a more holistic approach, which considers the various aspects of abusive behavior. To make the approach tangible, we focus on Twitter data and analyze user and textual properties from different angles of abusive posting behavior. We propose a deep learning architecture, which utilizes a wide variety of available metadata, and combines it with automatically-extracted hidden patterns within the text of the tweets, to detect multiple abusive behavioral norms which are highly inter-related. We apply this unified architecture in a seamless, transparent fashion to detect different types of abusive behavior (hate speech, sexism vs. racism, bullying, sarcasm, etc.) without the need for any tuning of the model architecture for each task. We test the proposed approach with multiple datasets addressing different and multiple abusive behaviors on Twitter. Our results demonstrate that it largely outperforms the state-of-art methods (between 21 and 45\% improvement in AUC, depending on the dataset).

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Kek, Cucks, and God Emperor Trump: A Measurement Study of 4chan's Politically Incorrect Forum and Its Effects on the Web

The discussion-board site 4chan has been part of the Internet's dark underbelly since its inception, and recent political events have put it increasingly in the spotlight. In particular, /pol/, the "Politically Incorrect" board, has been a central figure in the outlandish 2016 US election season, as it has often been linked to the alt-right movement and its rhetoric of hate and racism. However, 4chan remains relatively unstudied by the scientific community: little is known about its user base, the content it generates, and how it affects other parts of the Web. In this paper, we start addressing this gap by analyzing /pol/ along several axes, using a dataset of over 8M posts we collected over two and a half months. First, we perform a general characterization, showing that /pol/ users are well distributed around the world and that 4chan's unique features encourage fresh discussions. We also analyze content, finding, for instance, that YouTube links and hate speech are predominant on /pol/. Overall, our analysis not only provides the first measurement study of /pol/, but also insight into online harassment and hate speech trends in social media.

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The Web Centipede: Understanding How Web Communities Influence Each Other Through the Lens of Mainstream and Alternative News Sources

As the number and the diversity of news outlets on the Web grow, so does the opportunity for "alternative" sources of information to emerge. Using large social networks like Twitter and Facebook, misleading, false, or agenda-driven information can quickly and seamlessly spread online, deceiving people or influencing their opinions. Also, the increased engagement of tightly knit communities, such as Reddit and 4chan, further compounds the problem, as their users initiate and propagate alternative information, not only within their own communities, but also to different ones as well as various social media. In fact, these platforms have become an important piece of the modern information ecosystem, which, thus far, has not been studied as a whole. In this paper, we begin to fill this gap by studying mainstream and alternative news shared on Twitter, Reddit, and 4chan. By analyzing millions of posts around several axes, we measure how mainstream and alternative news flows between these platforms. Our results indicate that alt-right communities within 4chan and Reddit can have a surprising level of influence on Twitter, providing evidence that "fringe" communities often succeed in spreading alternative news to mainstream social networks and the greater Web.

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An Empirical Study on Team Formation in Online Games

Online games provide a rich recording of interactions that can contribute to our understanding of human behavior. One potential lesson is to understand what motivates people to choose their teammates and how their choices leadto performance. We examine several hypotheses about team formation using a large, longitudinal dataset from a team-based online gaming environment. Specifically, we test how positive familiarity, homophily, and competence determine team formationin Battlefield 4, a popular team-based game in which players choose one of two competing teams to play on. Our dataset covers over two months of in-game interactions between over 380,000 players. We show that familiarity is an important factorin team formation, while homophily is not. Competence affects team formation in more nuanced ways: players with similarly high competence team-up repeatedly, but large variations in competence discourage repeated interactions.

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Mean Birds: Detecting Aggression and Bullying on Twitter

In recent years, bullying and aggression against users on social media have grown significantly, causing serious consequences to victims of all demographics. In particular, cyberbullying affects more than half of young social media users worldwide, and has also led to teenage suicides, prompted by prolonged and/or coordinated digital harassment. Nonetheless, tools and technologies for understanding and mitigating it are scarce and mostly ineffective. In this paper, we present a principled and scalable approach to detect bullying and aggressive behavior on Twitter. We propose a robust methodology for extracting text, user, and network-based attributes, studying the properties of cyberbullies and aggressors, and what features distinguish them from regular users. We find that bully users post less, participate in fewer online communities, and are less popular than normal users, while aggressors are quite popular and tend to include more negativity in their posts. We evaluate our methodology using a corpus of 1.6M tweets posted over 3 months, and show that machine learning classification algorithms can accurately detect users exhibiting bullying and aggressive behavior, achieving over 90% AUC.

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Hate is not Binary: Studying Abusive Behavior of #GamerGate on Twitter

Over the past few years, online bullying and aggression have become increasingly prominent, and manifested in many different forms on social media. However, there is little work analyzing the characteristics of abusive users and what distinguishes them from typical social media users. In this paper, we start addressing this gap by analyzing tweets containing a great large amount of abusiveness. We focus on a Twitter dataset revolving around the Gamergate controversy, which led to many incidents of cyberbullying and cyberaggression on various gaming and social media platforms. We study the properties of the users tweeting about Gamergate, the content they post, and the differences in their behavior compared to typical Twitter users. We find that while their tweets are often seemingly about aggressive and hateful subjects, "Gamergaters" do not exhibit common expressions of online anger, and in fact primarily differ from typical users in that their tweets are less joyful. They are also more engaged than typical Twitter users, which is an indication as to how and why this controversy is still ongoing. Surprisingly, we find that Gamergaters are less likely to be suspended by Twitter, thus we analyze their properties to identify differences from typical users and what may have led to their suspension. We perform an unsupervised machine learning analysis to detect clusters of users who, though currently active, could be considered for suspension since they exhibit similar behaviors with suspended users. Finally, we confirm the usefulness of our analyzed features by emulating the Twitter suspension mechanism with a supervised learning method, achieving very good precision and recall.

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I Would Not Plant Apple Trees If the World Will Be Wiped: Analyzing Hundreds of Millions of Behavioral Records of Players During an MMORPG Beta Test

In this work, we use player behavior during the closed beta test of the MMORPG ArcheAge as a proxy for an extreme situation: at the end of the closed beta test, all user data is deleted, and thus, the outcome (or penalty) of players' in-game behaviors in the last few days loses its meaning. We analyzed 270 million records of player behavior in the 4th closed beta test of ArcheAge. Our findings show that there are no apparent pandemic behavior changes, but some outliers were more likely to exhibit anti-social behavior (e.g., player killing). We also found that contrary to the reassuring adage that "Even if I knew the world would go to pieces tomorrow, I would still plant my apple tree," players abandoned character progression, showing a drastic decrease in quest completion, leveling, and ability changes at the end of the beta test.

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Measuring #GamerGate: A Tale of Hate, Sexism, and Bullying

Over the past few years, online aggression and abusive behaviors have occurred in many different forms and on a variety of platforms. In extreme cases, these incidents have evolved into hate, discrimination, and bullying, and even materialized into real-world threats and attacks against individuals or groups. In this paper, we study the Gamergate controversy. Started in August 2014 in the online gaming world, it quickly spread across various social networking platforms, ultimately leading to many incidents of cyberbullying and cyberaggression. We focus on Twitter, presenting a measurement study of a dataset of 340k unique users and 1.6M tweets to study the properties of these users, the content they post, and how they differ from random Twitter users. We find that users involved in this "Twitter war" tend to have more friends and followers, are generally more engaged and post tweets with negative sentiment, less joy, and more hate than random users. We also perform preliminary measurements on how the Twitter suspension mechanism deals with such abusive behaviors. While we focus on Gamergate, our methodology to collect and analyze tweets related to aggressive and bullying activities is of independent interest.

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C3PO: Computation Congestion Control (PrOactive) - an algorithm for dynamic diffusion of ephemeral in-network services

There is an obvious trend that more and more data and computation are migrating into networks nowadays. Combining mature virtualization technologies with service-centric net- working, we are entering into an era where countless services reside in an ISP network to provide low-latency access. Such services are often computation intensive and are dynamically created and destroyed on demands everywhere in the network to perform various tasks. Consequently, these ephemeral in-network services introduce a new type of congestion in the network which we refer to as "computation congestion". The service load need to be effectively distributed on different nodes in order to maintain the funtionality and responsiveness of the network, which calls for a new design rather than reusing the centralised scheduler designed for cloud-based services. In this paper, we study both passive and proactive control strategies, based on the proactive control we further propose a fully distributed solution which is low complexity, adaptive, and responsive to network dynamics.

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