Computer crimes--Investigation, Virtual reality
Computer Engineering | Computer Sciences | Electrical and Computer Engineering | Forensic Science and Technology | Information Security
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.
Yarramreddy, Ananya; Gromkowski, Peter; and Baggili, Ibrahim, "Forensic Analysis of Immersive Virtual Reality Social Applications: A Primary Account" (2018). Electrical & Computer Engineering and Computer Science Faculty Publications. 80.
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