<p dir="ltr">Virtual Reality (VR) has become a pivotal element in modern society, transforming interactions with digital content and interpersonal communication. As VR integrates into various sectors, understanding its forensic potential is crucial for legal, investigative, and security purposes. This involves examining the digital footprints and artifacts left by immersive technologies. While previous studies in digital forensics have primarily concentrated on traditional computing devices such as smartphones and computers, research on VR, particularly on specific devices like the Oculus Go, Meta Quest, and Meta Quest 2, has been limited. This thesis explores the digital forensics of VR, focusing on the Oculus Go, Meta Quest and Meta Quest 2, using tools like Magnet AXIOM and Wireshark. The research uncovers specific forensic and network-based artifacts from eight social community applications, revealing user personally identifiable information, application usage history, WiFi network details, and multimedia content. These findings have significant implications for legal proceedings and cybercrime investigations, highlighting the role these artifacts can play in influencing the outcome of cases. This research not only deepens our understanding of VR-related digital forensics but also sets the stage for further investigations in this rapidly evolving domain.</p>
Identifer | oai:union.ndltd.org:purdue.edu/oai:figshare.com:article/24770982 |
Date | 12 December 2023 |
Creators | Samuel Li Feng Ho (17602290) |
Source Sets | Purdue University |
Detected Language | English |
Type | Text, Thesis |
Rights | CC BY 4.0 |
Relation | https://figshare.com/articles/thesis/DIGITAL_TRAILS_IN_VIRTUAL_WORLDS_A_FORENSIC_INVESTIGATION_OF_VIRTUAL_REALITY_SOCIAL_COMMUNITY_APPLICATIONS_ON_OCULUS_PLATFORMS/24770982 |
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