AuthenticationAuthentication (from αὐθεντικός authentikos, "real, genuine", from αὐθέντης authentes, "author") is the act of proving an assertion, such as the identity of a computer system user. In contrast with identification, the act of indicating a person or thing's identity, authentication is the process of verifying that identity. It might involve validating personal identity documents, verifying the authenticity of a website with a digital certificate, determining the age of an artifact by carbon dating, or ensuring that a product or document is not counterfeit.
Privacy by designPrivacy by design is an approach to systems engineering initially developed by Ann Cavoukian and formalized in a joint report on privacy-enhancing technologies by a joint team of the Information and Privacy Commissioner of Ontario (Canada), the Dutch Data Protection Authority, and the Netherlands Organisation for Applied Scientific Research in 1995. The privacy by design framework was published in 2009 and adopted by the International Assembly of Privacy Commissioners and Data Protection Authorities in 2010.
Multi-factor authenticationMulti-factor authentication (MFA; two-factor authentication, or 2FA, along with similar terms) is an electronic authentication method in which a user is granted access to a website or application only after successfully presenting two or more pieces of evidence (or factors) to an authentication mechanism. MFA protects personal data—which may include personal identification or financial assets—from being accessed by an unauthorized third party that may have been able to discover, for example, a single password.
Identity managementIdentity management (IdM), also known as identity and access management (IAM or IdAM), is a framework of policies and technologies to ensure that the right users (that are part of the ecosystem connected to or within an enterprise) have the appropriate access to technology resources. IdM systems fall under the overarching umbrellas of IT security and data management. Identity and access management systems not only identify, authenticate, and control access for individuals who will be utilizing IT resources but also the hardware and applications employees need to access.
Mutual authenticationMutual authentication or two-way authentication (not to be confused with two-factor authentication) refers to two parties authenticating each other at the same time in an authentication protocol. It is a default mode of authentication in some protocols (IKE, SSH) and optional in others (TLS). Mutual authentication is a desired characteristic in verification schemes that transmit sensitive data, in order to ensure data security. Mutual authentication can be accomplished with two types of credentials: usernames and passwords, and public key certificates.
Deep learningDeep learning is part of a broader family of machine learning methods, which is based on artificial neural networks with representation learning. The adjective "deep" in deep learning refers to the use of multiple layers in the network. Methods used can be either supervised, semi-supervised or unsupervised.
ChatGPTChatGPT, which stands for Chat Generative Pre-trained Transformer, is a large language model-based chatbot developed by OpenAI and launched on November 30, 2022, notable for enabling users to refine and steer a conversation towards a desired length, format, style, level of detail, and language used. Successive prompts and replies, known as prompt engineering, are considered at each conversation stage as a context. ChatGPT is built upon GPT-3.
Identity theftIdentity theft or identity infringement occurs when someone uses another person's personal identifying information, like their name, identifying number, or credit card number, without their permission, to commit fraud or other crimes. The term identity theft was coined in 1964. Since that time, the definition of identity theft has been statutorily defined throughout both the U.K. and the U.S. as the theft of personally identifiable information.
Single sign-onSingle sign-on (SSO) is an authentication scheme that allows a user to log in with a single ID to any of several related, yet independent, software systems. True single sign-on allows the user to log in once and access services without re-entering authentication factors. It should not be confused with same-sign on (Directory Server Authentication), often accomplished by using the Lightweight Directory Access Protocol (LDAP) and stored LDAP databases on (directory) servers.
OpenIDOpenID is an open standard and decentralized authentication protocol promoted by the non-profit OpenID Foundation. It allows users to be authenticated by co-operating sites (known as relying parties, or RP) using a third-party identity provider (IDP) service, eliminating the need for webmasters to provide their own ad hoc login systems, and allowing users to log in to multiple unrelated websites without having to have a separate identity and password for each.
Message authenticationIn information security, message authentication or data origin authentication is a property that a message has not been modified while in transit (data integrity) and that the receiving party can verify the source of the message. Message authentication does not necessarily include the property of non-repudiation. Message authentication is typically achieved by using message authentication codes (MACs), authenticated encryption (AE), or digital signatures.
User interfaceIn the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls.
Digital signatureA digital signature is a mathematical scheme for verifying the authenticity of digital messages or documents. A valid digital signature on a message gives a recipient confidence that the message came from a sender known to the recipient. Digital signatures are a standard element of most cryptographic protocol suites, and are commonly used for software distribution, financial transactions, contract management software, and in other cases where it is important to detect forgery or tampering.
Kerberos (protocol)Kerberos (ˈkɜːrbərɒs) is a computer-network authentication protocol that works on the basis of tickets to allow nodes communicating over a non-secure network to prove their identity to one another in a secure manner. Its designers aimed it primarily at a client–server model, and it provides mutual authentication—both the user and the server verify each other's identity. Kerberos protocol messages are protected against eavesdropping and replay attacks.
Anonymous P2PAn anonymous P2P communication system is a peer-to-peer distributed application in which the nodes, which are used to share resources, or participants are anonymous or pseudonymous. Anonymity of participants is usually achieved by special routing overlay networks that hide the physical location of each node from other participants. Interest in anonymous P2P systems has increased in recent years for many reasons, ranging from the desire to share files without revealing one's network identity and risking litigation to distrust in governments, concerns over mass surveillance and data retention, and lawsuits against bloggers.
User experienceThe user experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency. Improving user experience is important to most companies, designers, and creators when creating and refining products because negative user experience can diminish the use of the product and, therefore, any desired positive impacts; conversely, designing toward profitability often conflicts with ethical user experience objectives and even causes harm.
Graphical user interfaceThe graphical user interface, or GUI (ˌdʒi:juːˈaɪ or ˈɡu:i ), is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements.
Web browserA web browser is an application for accessing websites. When a user requests a web page from a particular website, the browser retrieves its from a web server and then displays the page on the user's screen. Browsers are used on a range of devices, including desktops, laptops, tablets, and smartphones. In 2020, an estimated 4.9 billion people have used a browser. The most used browser is Google Chrome, with a 65% global market share on all devices, followed by Safari with 18%.
End userIn product development, an end user (sometimes end-user) is a person who ultimately uses or is intended to ultimately use a product. The end user stands in contrast to users who support or maintain the product, such as sysops, system administrators, database administrators, Information technology (IT) experts, software professionals and computer technicians. End users typically do not possess the technical understanding or skill of the product designers, a fact easily overlooked and forgotten by designers: leading to features creating low customer satisfaction.
User (computing)A user is a person who utilizes a computer or network service. A user often has a user account and is identified to the system by a username (or user name). Other terms for username include login name, screenname (or screen name), account name, nickname (or nick) and handle, which is derived from the identical citizens band radio term. Some software products provide services to other systems and have no direct end users. End users are the ultimate human users (also referred to as operators) of a software product.