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NSA監(jiān)控魔獸世界反恐 情報(bào)特工被指上班打游戲
Xbox Live among game services targeted by US and UK spy agencies

[ 2013-12-11 16:30] 來源:中國日?qǐng)?bào)網(wǎng)     字號(hào) [] [] []  
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NSA監(jiān)控魔獸世界反恐 情報(bào)特工被指上班打游戲

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To the National Security Agency analyst writing a briefing to his superiors, the situation was clear: their current surveillance efforts were lacking something. The agency's impressive arsenal of cable taps and sophisticated hacking attacks was not enough. What it really needed was a horde of undercover Orcs.

That vision of spycraft sparked a concerted drive by the NSA and its UK sister agency GCHQ to infiltrate the massive communities playing onlinegames, according to secret documents disclosed by whistleblower Edward Snowden.

The files were obtained by the Guardian and are being published on Monday in partnership with the New York Times and ProPublica.

The agencies, the documents show, have built mass-collection capabilities against the Xbox Live console network, which has more than 48 million players. Real-life agents have been deployed into virtual realms, from those Orc hordes in World of Warcraft to the human avatars of Second Life. There were attempts, too, to recruit potential informants from the games' tech-friendly users.

Online gaming is big business, attracting tens of millions of users worldwide who inhabit their digital worlds as make-believe characters, living and competing with the avatars of other players. What the intelligence agencies feared, however, was that among these clans of elves and goblins, terrorists were lurking.

The NSA document, written in 2008 and titled Exploiting Terrorist Use of Games & Virtual Environments, stressed the risk of leaving games communities under-monitored, describing them as a "target-rich communications network" where intelligence targets could "hide in plain sight".

Games, the analyst wrote, "are an opportunity!". According to the briefing notes, so many different US intelligence agents were conducting operations inside games that a "deconfliction" group was required to ensure they weren't spying on, or interfering with, each other.

If properly exploited, games could produce vast amounts of intelligence, according to the NSA document. They could be used as a window for hacking attacks, to build pictures of people's social networks through "buddylists and interaction", to make approaches by undercover agents, and to obtain target identifiers (such as profile photos), geolocation, and collection of communications.

The ability to extract communications from talk channels in games would be necessary, the NSA paper argued, because of the potential for them to be used to communicate anonymously: Second Life was enabling anonymous texts and planning to introduce voice calls, while game noticeboards could, it states, be used to share information on the web addresses of terrorism forums.

Given that gaming consoles often include voice headsets, video cameras, and other identifiers, the potential for joining together biometric information with activities was also an exciting one.

But the documents contain no indication that the surveillance ever foiled any terrorist plots, nor is there any clear evidence that terror groups were using the virtual communities to communicate as the intelligence agencies predicted.

The operations raise concerns about the privacy of gamers. It is unclear how the agencies accessed their data, or how many communications were collected. Nor is it clear how the NSA ensured that it was not monitoring innocent Americans whose identity and nationality may have been concealed behind their virtual avatar.

The California-based producer of World of Warcraft said neither the NSA nor GCHQ had sought its permission to gather intelligence inside the game. "We are unaware of any surveillance taking place," said a spokesman for Blizzard Entertainment. "If it was, it would have been done without our knowledge or permission."

Microsoft declined to comment on the latest revelations, as did Philip Rosedale, the founder of Second Life and former CEO of Linden Lab, the game's operator. The company's executives did not respond to requests for comment.

The NSA declined to comment on the surveillance of games. A spokesman for GCHQ said the agency did not "confirm or deny" the revelations but added: "All GCHQ's work is carried out in accordance with a strict legal and policy framework which ensures that its activities are authorised, necessary and proportionate, and there is rigorous oversight, including from the secretary of state, the interception and intelligence services commissioners and the intelligence and security committee."

Though the spy agencies might have been relatively late to virtual worlds and the communities forming there, once the idea had been mooted, they joined in enthusiastically.

In May 2007, the then-chief operating officer of Second Life gave a "brown-bag lunch" address at the NSA explaining how his game gave the government "the opportunity to understand the motivation, context and consequent behaviours of non-Americans through observation, without leaving US soil".

One problem the paper's unnamed author and others in the agency faced in making their case – and avoiding suspicion that their goal was merely to play computer games at work without getting fired – was the difficulty of proving terrorists were even thinking about using games to communicate.

A 2007 invitation to a secret internal briefing noted "terrorists use online games – but perhaps not for their amusement. They are suspected of using them to communicate secretly and to transfer funds." But the agencies had no evidence to support their suspicions.

The same still seemed to hold true a year later, albeit with a measure of progress: games data that had been found in connection with internet protocol addresses, email addresses and similar information linked to terrorist groups.

"Al-Qaida terrorist target selectors and … have been found associated with Xbox Live, Second Life, World of Warcraft, and other GVEs [games and virtual environments]," the document notes. "Other targets include Chinese hackers, an Iranian nuclear scientist, Hizballah, and Hamas members."

However, that information wasn not enough to show terrorists are hiding out as pixels to discuss their next plot. Such data could merely mean someone else in an internet cafe was gaming, or a shared computer had previously been used to play games.

That lack of knowledge of whether terrorists were actually plotting online emerges in the document's recommendations: "The amount of GVEs in the world is growing but the specific ones that CT [counter-terrorism] needs to be methodically discovered and validated," it stated. "Only then can we find evidence that GVEs are being used for operational uses."

Not actually knowing whether terrorists were playing games was not enough to keep the intelligence agencies out of them, however. According to the document, GCHQ had already made a "vigorous effort" to exploit games, including "exploitation modules" against Xbox Live and World of Warcraft.

That effort, based in the agency's New Mission Development Centre in the Menwith Hill air force base in North Yorkshire, was already paying dividends by May 2008.

At the request of GCHQ, the NSA had begun a deliberate effort to extract World of Warcraft metadata from their troves of intelligence, and trying to link "accounts, characters and guilds" to Islamic extremism and arms dealing efforts. A later memo noted that among the game's active subscribers were "telecom engineers, embassy drivers, scientists, the military and other intelligence agencies".

The UK agency did not stop at World of Warcraft: by September a memo noted GCHQ had "successfully been able to get the discussions between different game players on Xbox Live".

Meanwhile, the FBI, CIA, and the Defense Humint Service were all running human intelligence operations – undercover agents – within Second Life. In fact, so crowded were the virtual worlds with staff from the different agencies, that there was a need to try to "deconflict" their efforts – or, in other words, to make sure each agency wasn't just duplicating what the others were doing.

By the end of 2008, such efforts had produced at least one usable piece of intelligence, according to the documents: following the successful takedown of a website used to trade stolen credit card details, the fraudsters moved to Second Life – and GCHQ followed, having gained their first "operational deployment" into the virtual world. This, they noted, put them in touch with an "avatar [game character] who helpfully volunteered information on the target group's latest activities".

Second Life continued to occupy the intelligence agencies' thoughts throughout 2009. One memo noted the game's economy was "essentially unregulated" and so "will almost certainly be used as a venue for terrorist laundering and will, with certainty, be used for terrorist propaganda and recruitment".

In reality, Second Life's surreal and uneven virtual world failed to attract or maintain the promised mass-audience, and attention (and its user base) waned, though the game lives on.

The agencies had other concerns about games, beyond their potential use by terrorists to communicate. Much like the pressure groups that worry about the effect of computer games on the minds of children, the NSA expressed concerns that games could be used to "reinforce prejudices and cultural stereotypes", noting that Hezbollah had produced a game called Special Forces 2.

According to the document, Hezbollah's "press section acknowledges [the game] is used for recruitment and training", serving as a "radicalising medium" with the ultimate goal of becoming a "suicide martyr". Despite the game's disturbing connotations, the "fun factor" of the game cannot be discounted, it states. As Special Forces 2 retails for $10, it concludes, the game also serves to "fund terrorist operations".

Hezbollah is not, however, the only organisation to have considered using games for recruiting. As the NSA document acknowledges: they got the idea from the US army.

"America's Army is a US army-produced game that is free [to] download from its recruitment page," says the NSA, noting the game is "acknowledged to be so good at this the army no longer needs to use it for recruitment, they use it for training".

查看譯文

據(jù)英國《衛(wèi)報(bào)》12月9日?qǐng)?bào)道,愛德華?斯諾登提供的機(jī)密文件顯示,美英情報(bào)涉足虛擬網(wǎng)絡(luò)游戲空間尋找恐怖分子。有評(píng)論說,情報(bào)特工此舉不過是想在上班時(shí)間打游戲,還不用擔(dān)心被炒魷魚。

***新間諜“秘笈”

國家安全局分析師提議說,用電纜監(jiān)控和黑客攻擊搜集情報(bào)不夠,還需要《魔獸世界》里一批臥底“獸人”才夠勁!美國國家安全局(NSA)和英國政府通信總部(GCHQ)熱烈歡迎這個(gè)建議,立即著手滲透龐大的網(wǎng)絡(luò)游戲社區(qū)。

斯諾登提供的文件稱,NSA和GCHQ已針對(duì)微軟公司的Xbox Live游戲平臺(tái)構(gòu)建了大規(guī)模的信息搜集能力,超過4800萬玩家難逃其“法眼”。真人特工已經(jīng)涉足虛擬領(lǐng)域,廣泛涉足包括《魔獸世界》和《第二人生》在內(nèi)的多款游戲。此外,他們還試圖從游戲玩家中發(fā)展?jié)撛诘摹熬€人”。

在線游戲是個(gè)大產(chǎn)業(yè),吸引了全世界數(shù)以千萬計(jì)的用戶,他們棲身于數(shù)字世界,模擬各種虛擬角色,與其他虛擬人相處。美英情報(bào)機(jī)構(gòu)擔(dān)憂,這些“精靈族”和“地精”等各種虛擬角色中一定“潛伏”著恐怖分子。

***前景誘人

《衛(wèi)報(bào)》從斯諾登處獲悉的NSA文件寫于2008年,題為《發(fā)現(xiàn)游戲玩家及虛擬世界中的恐怖分子》,強(qiáng)調(diào)如若對(duì)游戲社區(qū)熟視無睹,會(huì)面臨諸多風(fēng)險(xiǎn)。文件稱這些游戲中“目標(biāo)豐富”,且“一目了然”。分析師寫道,游戲?qū)η閳?bào)機(jī)構(gòu)來說“是一個(gè)機(jī)遇”。

文件說,涉足網(wǎng)絡(luò)游戲的美國情報(bào)特工人數(shù)太多,甚至需要設(shè)立“免沖突”小組,保證特工不監(jiān)視、干涉自己人。如果部署得當(dāng),可以通過游戲獲取大量情報(bào)。這些情報(bào)可用作黑客攻擊的“窗口”,可憑借“好友名單和互動(dòng)”建立人物社會(huì)關(guān)系網(wǎng),可獲取目標(biāo)的肖像、地理位置和通信信息。

報(bào)告還稱,監(jiān)控“目標(biāo)”可能匿名交流,因此從聊天頻道挖掘信息的能力十分重要?!兜诙松房砂l(fā)布匿名文本信息,布告欄還能分享恐怖主義論壇的信息??紤]到游戲機(jī)通常包括耳機(jī),攝像頭以及其他識(shí)別設(shè)備,可將生物識(shí)別信息和玩家活動(dòng)綜合,因此網(wǎng)游監(jiān)控的前景十分誘人。

文件并沒有說明這種監(jiān)控是否“破獲”過任何恐怖陰謀,也沒有明顯證據(jù)表明恐怖組織是否利用虛擬社區(qū)進(jìn)行通信。

***隱私擔(dān)憂

監(jiān)控引發(fā)對(duì)游戲玩家隱私的擔(dān)憂。目前尚不清楚美英情報(bào)機(jī)構(gòu)以何種方式搜集了多少數(shù)據(jù)。

位于美國加利福尼亞州的《魔獸世界》制作方暴雪娛樂公司稱,NSA和GCHQ沒有請(qǐng)求公司同意就搜集游戲內(nèi)部的信息。暴雪發(fā)言人說:“我們尚未察覺到任何監(jiān)控活動(dòng)。如果有,就是在我們不知情的情況下進(jìn)行的。”

微軟公司拒絕置評(píng)?!兜诙松返膭?chuàng)始人、前林登實(shí)驗(yàn)室CEO菲利普?羅斯戴爾(Philip Rosedale)沒有回應(yīng),該公司的高官也未置評(píng)。

NSA也拒絕就監(jiān)控游戲置評(píng)。GCHQ則不置可否,該機(jī)構(gòu)發(fā)言人說:“GCHQ的所有工作都在嚴(yán)格的法律和政策框架下執(zhí)行,以確保是經(jīng)過授權(quán)的,必要的和合適的。此外,我們的工作還面臨國務(wù)大臣、通訊攔截專員和情報(bào)與安全委員會(huì)的嚴(yán)格監(jiān)督。

***缺乏依據(jù)

盡管情報(bào)機(jī)構(gòu)介入虛擬世界的時(shí)間相對(duì)較晚,但他們一旦形成共識(shí),便迅速展開行動(dòng)。2007年5月,《第二人生》時(shí)任CEO在NSA發(fā)表了一個(gè)講話,闡述他的游戲如何讓美國政府有機(jī)會(huì)“不必離開本土就能了解美國以外的人的動(dòng)機(jī)、通信、行為。”

目前并沒有確鑿的證據(jù)證明恐怖分子通過網(wǎng)絡(luò)游戲進(jìn)行交流,而情報(bào)特工們看起來倒像是假借名義在上班的時(shí)候打游戲,還不用擔(dān)心被革職。2007年曾有一份秘密內(nèi)部報(bào)告懷疑恐怖分子玩游戲并非意在娛樂,而是進(jìn)行秘密通信或洗黑錢,但這僅僅是懷疑,并沒有確鑿的證據(jù)。

盡管如此,GCHQ還是"積極努力"研發(fā)游戲。GCHQ沒有止步于《魔獸世界》,他們已經(jīng)“成功獲取Xbox Live不同玩家之間的討論信息。”

應(yīng)GCHQ的請(qǐng)求,NSA也已開始從他們搜集的信息中提取《魔獸世界》的賬戶、人物角色等元數(shù)據(jù)。后來有個(gè)備忘錄指出這些游戲的活躍玩家包括“電信工程師、大使司機(jī)、科學(xué)家、軍人和其他請(qǐng)情報(bào)人員”。

同時(shí),美國聯(lián)邦調(diào)查局(FBI),中央情報(bào)局(CIA)和美國國防人工情報(bào)局也都在《第二人生》游戲里開展人工情報(bào)活動(dòng)。實(shí)際上,虛擬世界里充斥著不同情報(bào)機(jī)構(gòu)的職員,因此他們需要一個(gè)協(xié)調(diào)小組來避免做無用功。

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(譯者 聞竹 編輯 王琦?。?/p>

 
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