24 research outputs found

    Forensic Analysis of the Nintendo 3DS NAND

    Get PDF
    Games consoles present a particular challenge to the forensics investigator due to the nature of the hardware and the inaccessibility of the file system. Many protection measures are put in place to make it deliberately difficult to access raw data in order to protect intellectual property, enhance digital rights management of software and, ultimately, to protect against piracy. History has shown that many such protections on game consoles are circumvented with exploits leading to jailbreaking/rooting and allowing unauthorized software to be launched on the games system. This paper details methods that enable the investigator to extract system activity, deleted images, Internet history items, relevant friends list information, the console\u27s serial number and plaintext WiFi access point passwords. This is all possible with the use of publicly available, open-source security circumvention techniques that perform a non-invasive physical dump of the internal NAND storage of the Nintendo 3DS handheld device. It will also be shown that forensic integrity is maintained and a detailed analysis is possible without altering original evidence

    Forensic investigation of small-scale digital devices: a futuristic view

    Get PDF
    Small-scale digital devices like smartphones, smart toys, drones, gaming consoles, tablets, and other personal data assistants have now become ingrained constituents in our daily lives. These devices store massive amounts of data related to individual traits of users, their routine operations, medical histories, and financial information. At the same time, with continuously evolving technology, the diversity in operating systems, client storage localities, remote/cloud storages and backups, and encryption practices renders the forensic analysis task multi-faceted. This makes forensic investigators having to deal with an array of novel challenges. This study reviews the forensic frameworks and procedures used in investigating small-scale digital devices. While highlighting the challenges faced by digital forensics, we explore how cutting-edge technologies like Blockchain, Artificial Intelligence, Machine Learning, and Data Science may play a role in remedying concerns. The review aims to accumulate state-of-the-art and identify a futuristic approach for investigating SSDDs

    Forensic investigation of small-scale digital devices: a futuristic view

    Get PDF
    Small-scale digital devices like smartphones, smart toys, drones, gaming consoles, tablets, and other personal data assistants have now become ingrained constituents in our daily lives. These devices store massive amounts of data related to individual traits of users, their routine operations, medical histories, and financial information. At the same time, with continuously evolving technology, the diversity in operating systems, client storage localities, remote/cloud storages and backups, and encryption practices renders the forensic analysis task multi-faceted. This makes forensic investigators having to deal with an array of novel challenges. This study reviews the forensic frameworks and procedures used in investigating small-scale digital devices. While highlighting the challenges faced by digital forensics, we explore how cutting-edge technologies like Blockchain, Artificial Intelligence, Machine Learning, and Data Science may play a role in remedying concerns. The review aims to accumulate state-of-the-art and identify a futuristic approach for investigating SSDDs

    From corporeality to virtual reality: theorizing literacy, bodies, and technology in the emerging media of virtual, augmented, and mixed realities

    Get PDF
    This dissertation explores the relationships between literacy, technology, and bodies in the emerging media of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In response to the recent, rapid emergence of new media forms, questions arise as to how and why we should prepare to compose in new digital media. To interrogate the newness accorded to new media composing, I historicize the literacy practices demanded by new media by examining digital texts, such as video games and software applications, alongside analogous “antiquated” media, such as dioramas and museum exhibits. Comparative textual analysis of analogous digital and non-digital VR, AR, and MR texts reveals new media and “antiquated” media utilize common characteristics of dimensionality, layering, and absence/presence, respectively. The establishment of shared traits demonstrates how media operate on a continuum of mutually held textual practices; despite their distinctive forms, new media texts do not represent either a hierarchical or linear progression of maturing development. Such an understanding aids composing in new VR, AR, and MR media by enabling composers to make fuller use of prior knowledge in a rapidly evolving new media environment, a finding significant both for educators and communicators. As these technologies mature, we will continue to compose both traditional and new forms of texts. As such, we need literacy theory that attends to both the traditional and the new and also is comprehensive enough to encompass future acts of composing in media yet to emerge

    The Emerging Metamodern Sensibility in Narrative: A Case Study of Things Left Forgotten and the Dai Gyakuten Saiban Games

    Get PDF
    This thesis proposes a metamodern shift in recent narrative trends, which incorporate modernist and postmodernist techniques for narrative. This includes narrative shifts which utilize postmodern devices such as irony and satire for seemingly modern ends such as hope and progress. This thesis posits that this shift can be understood through an analysis of emergent media, and considers the intertextual nature of fanfiction narratives emerging from games through a case study of Things Left Forgotten, a fanfiction written by Archive of Our Own user LookerDeWitt and based upon the two Dai Gyakuten Saiban games, spinoffs of the Ace Attorney series which are currently Japan-exclusive. This analysis seeks to identify metamodern narrative techniques, focusing on metamodern oscillation between modernism and postmodernism, the metamodern “as if” mindset, the return to earnestness through a repurposing of postmodern and modern narrative conventions, a specifically metamodern understanding of paradox, the dissolution of clearly defined boundaries stemming from an increasingly globalized world, and the uniquely reconstructive nature of metamodern narratives

    CGAMES'2009

    Get PDF

    Computer Vision-Based Hand Tracking and 3D Reconstruction as a Human-Computer Input Modality with Clinical Application

    Get PDF
    The recent pandemic has impeded patients with hand injuries from connecting in person with their therapists. To address this challenge and improve hand telerehabilitation, we propose two computer vision-based technologies, photogrammetry and augmented reality as alternative and affordable solutions for visualization and remote monitoring of hand trauma without costly equipment. In this thesis, we extend the application of 3D rendering and virtual reality-based user interface to hand therapy. We compare the performance of four popular photogrammetry software in reconstructing a 3D model of a synthetic human hand from videos captured through a smartphone. The visual quality, reconstruction time and geometric accuracy of output model meshes are compared. Reality Capture produces the best result, with output mesh having the least error of 1mm and a total reconstruction time of 15 minutes. We developed an augmented reality app using MediaPipe algorithms that extract hand key points, finger joint coordinates and angles in real-time from hand images or live stream media. We conducted a study to investigate its input variability and validity as a reliable tool for remote assessment of finger range of motion. The intraclass correlation coefficient between DIGITS and in-person measurement obtained is 0.767- 0.81 for finger extension and 0.958–0.857 for finger flexion. Finally, we develop and surveyed the usability of a mobile application that collects patient data medical history, self-reported pain levels and hand 3D models and transfer them to therapists. These technologies can improve hand telerehabilitation, aid clinicians in monitoring hand conditions remotely and make decisions on appropriate therapy, medication, and hand orthoses
    corecore