Document Type

Conference Proceeding

Publication Date

8-6-2018

Subject: LCSH

Computer crimes--Investigation, Virtual reality

Disciplines

Computer Engineering | Computer Sciences | Electrical and Computer Engineering | Forensic Science and Technology | Information Security

Abstract

Our work presents the primary account for exploring the forensics of immersive Virtual Reality (VR) systems and their social applications. The Social VR applications studied in this work include Bigscreen, Altspace VR, Rec Room and Facebook Spaces. We explored the two most widely adopted consumer VR systems: the HTC Vive and the Oculus Rift. Our tests examined the efficacy of reconstructing evidence from network traffic as well as the systems themselves. The results showed that a significant amount of forensically relevant data such as user names, user profile pictures, events, and system details may be recovered. We anticipate that this work will stimulate future research directions in VR and Augmented Reality (AR) forensics as it is an area that is understudied and needs more attention from the community.

Comments

© © 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.

This is the authors' accepted version of the paper that appeared in the proceedings of 2018 IEEE Security and Privacy Workshops (SPW). The version of record may be found at http://dx.doi.org/10.1109/SPW.2018.00034 .

Dr. Baggili was appointed to the University of New Haven’s Elder Family Endowed Chair in 2015.

This material is based upon work supported by the National Science Foundation under Grant No. 1748950.


DOI

10.1109/SPW.2018.00034

Publisher Citation

A. Yarramreddy, P. Gromkowski and I. Baggili, "Forensic Analysis of Immersive Virtual Reality Social Applications: A Primary Account," 2018 IEEE Security and Privacy Workshops (SPW), San Francisco, California, USA, 2018, pp. 186-196. doi:10.1109/SPW.2018.00034

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