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.
AuthenticatorAn authenticator is a means used to confirm a user's identity, that is, to perform digital authentication. A person authenticates to a computer system or application by demonstrating that he or she has possession and control of an authenticator. In the simplest case, the authenticator is a common password. Using the terminology of the NIST Digital Identity Guidelines, the party to be authenticated is called the claimant while the party verifying the identity of the claimant is called the verifier.
Simple Mail Transfer ProtocolThe Simple Mail Transfer Protocol (SMTP) is an Internet standard communication protocol for electronic mail transmission. Mail servers and other message transfer agents use SMTP to send and receive mail messages. User-level email clients typically use SMTP only for sending messages to a mail server for relaying, and typically submit outgoing email to the mail server on port 587 or 465 per . For retrieving messages, IMAP (which replaced the older POP3) is standard, but proprietary servers also often implement proprietary protocols, e.
Facial recognition systemA facial recognition system is a technology potentially capable of matching a human face from a or a video frame against a database of faces. Such a system is typically employed to authenticate users through ID verification services, and works by pinpointing and measuring facial features from a given image. Development began on similar systems in the 1960s, beginning as a form of computer application. Since their inception, facial recognition systems have seen wider uses in recent times on smartphones and in other forms of technology, such as robotics.
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.
BiometricsBiometrics are body measurements and calculations related to human characteristics. Biometric authentication (or realistic authentication) is used in computer science as a form of identification and access control. It is also used to identify individuals in groups that are under surveillance. Biometric identifiers are the distinctive, measurable characteristics used to label and describe individuals. Biometric identifiers are often categorized as physiological characteristics which are related to the shape of the body.
Client (computing)In computing, a client is a piece of computer hardware or software that accesses a service made available by a server as part of the client–server model of computer networks. The server is often (but not always) on another computer system, in which case the client accesses the service by way of a network. A client is a computer or a program that, as part of its operation, relies on sending a request to another program or a computer hardware or software that accesses a service made available by a server (which may or may not be located on another computer).
Client–server modelThe client–server model is a distributed application structure that partitions tasks or workloads between the providers of a resource or service, called servers, and service requesters, called clients. Often clients and servers communicate over a computer network on separate hardware, but both client and server may reside in the same system. A server host runs one or more server programs, which share their resources with clients. A client usually does not share any of its resources, but it requests content or service from a server.
Rich clientIn computer networking, a rich client (also called heavy, fat or thick client) is a computer (a "client" in client–server network architecture) that typically provides rich functionality independent of the central server. This kind of computer was originally known as just a "client" or "thick client," in contrast with "thin client", which describes a computer heavily dependent on a server's applications. A rich client may be described as having a rich user interaction.
Replay attackA replay attack (also known as a repeat attack or playback attack) is a form of network attack in which valid data transmission is maliciously or fraudulently repeated or delayed. This is carried out either by the originator or by an adversary who intercepts the data and re-transmits it, possibly as part of a spoofing attack by IP packet substitution. This is one of the lower-tier versions of a man-in-the-middle attack. Replay attacks are usually passive in nature.