1,267,822 research outputs found
Measuring digital crime investigation capacity to guide international crime prevention strategies
This work proposes a method for the measurement of a country's digital
investigation capacity and saturation for the assessment of future capacity
expansion. The focus is on external, or international, partners being a factor
that could negatively affect the return on investment when attempting to expand
investigation capacity nationally. This work concludes with the argument that
when dealing with digital crime, target international partners should be a
consideration in expansion, and could potentially be a bottleneck of
investigation requests.Comment: 7 pages, 3 figures, Presented at FutureTech 201
Cyber security investigation for Raspberry Pi devices
Big Data on Cloud application is growing rapidly. When the cloud is attacked, the investigation relies on digital forensics evidence. This paper proposed the data collection via Raspberry Pi devices, in a healthcare situation. The significance of this work is that could be expanded into a digital device array that takes big data security issues into account. There are many potential impacts in health area. The field of Digital Forensics Science has been tagged as a reactive science by some who believe research and study in the field often arise as a result of the need to respond to event which brought about the needs for investigation; this work was carried as a proactive research that will add knowledge to the field of Digital Forensic Science.
The Raspberry Pi is a cost-effective, pocket sized computer that has gained global recognition since its development in 2008; with the wide spread usage of the device for different computing purposes. Raspberry Pi can potentially be a cyber security device, which can relate with forensics investigation in the near future. This work has used a systematic approach to study the structure and operation of the device and has established security issues that the widespread usage of the device can pose, such as health or smart city. Furthermore, its evidential information applied in security will be useful in the event that the device becomes a subject of digital forensic investigation in the foreseeable future. In healthcare system, PII (personal identifiable information) is a very important issue. When Raspberry Pi plays a processor role, its security is vital; consequently, digital forensics investigation on the Raspberry Pies becomes necessary
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Gender Differences and Digital Learning Games – One Size Does not fit all
The intrinsic motivation demonstrated towards digital games provides the opportunity for its use as a learning tool irrespective of gender differences. This has resulted in the combination of the motivation of games with curricular content referred to as Digital Game-Based Learning.
While some related studies have argued that there are no gender differences in the motivational appeal of digital educational games, others present an opposing view.
This paper reports the result of an investigation into the motivational appeal of digital educational games for 11-14 years old girls and boys. There is evidence that this age group is pivotal to the shrinking pipeline phenomenon in which fewer females progressively engage with computer science education and careers.
The investigation involved a two stage study composed of a qualitative exploratory study, which identified the key criteria for the successful appeal of some digital entertainment games to young girls and boys and a main study. The main study generate both qualitative and quantitative data to further investigate the motivational appeal of digital educational games for learning basic computer science concepts for both girls and boys of age 11-14 years old. For the main study, two experimental games for learning basic computer science concepts were created based on the key criteria identified from the exploratory study.
The first included the game characteristics that appeared to support the motivational appeal of the girls. The second game was antithetical to the first. Both genders from the participating population engaged with both games and online questionnaires were used to capture data on their perception of both games.
The outcome of the investigation which involved 304 participants (girls = 152 and boys =152) from Southeast England, United Kingdom provided the empirical evidence in support of the argument that there are gender differences in the motivational appeal of digital educational game characteristics which can either support or thwart motivation i.e. one size does not fit all.
The result of this investigation should support educationists, researchers and digital educational game designers in having an inclusive approach towards the creation of digital educational games for learning
Using smartphones as a proxy for forensic evidence contained in cloud storage services
Cloud storage services such as Dropbox, Box and SugarSync have been embraced by both individuals and organizations. This creates an environment that is potentially conducive to security breaches and malicious activities. The investigation of these cloud environments presents new challenges for the digital forensics community.
It is anticipated that smartphone devices will retain data from these storage services. Hence, this research presents a preliminary investigation into the residual artifacts created on an iOS and Android device that has accessed a cloud storage service. The contribution of this paper is twofold. First, it provides an initial assessment on the extent to which cloud storage data is stored on these client-side devices. This view acts as a proxy for data stored in the cloud. Secondly, it provides documentation on the artifacts that could be useful in a digital forensics investigation of cloud services
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