Memory Forensics of Immersive Virtual Reality with the HTC Vive

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Memory Forensics of Immersive Virtual Reality with the HTC Vive DIGITAL FORENSIC RESEARCH CONFERENCE Inception: Virtual Space in Memory Space in Real Space – Memory Forensics of Immersive Virtual Reality with the HTC Vive By Peter Casey, Rebecca Lindsay-Decusati, Ibrahim Baggili, and Frank Breitinger From the proceedings of The Digital Forensic Research Conference DFRWS 2019 USA Portland, OR (July 15th - 19th) DFRWS is dedicated to the sharing of knowledge and ideas about digital forensics research. Ever since it organized the first open workshop devoted to digital forensics in 2001, DFRWS continues to bring academics and practitioners together in an informal environment. As a non-profit, volunteer organization, DFRWS sponsors technical working groups, annual conferences and challenges to help drive the direction of research and development. https://dfrws.org Digital Investigation 29 (2019) S13eS21 Contents lists available at ScienceDirect Digital Investigation journal homepage: www.elsevier.com/locate/diin DFRWS 2019 USA d Proceedings of the Nineteenth Annual DFRWS USA Inception: Virtual Space in Memory Space in Real Space e Memory Forensics of Immersive Virtual Reality with the HTC Vive Peter Casey*, Rebecca Lindsay-Decusati, Ibrahim Baggili, Frank Breitinger University of New Haven, 300 Boston Post Rd, West Haven, CT, 06516, USA article info abstract Article history: Virtual Reality (VR) has become a reality. With the technology's increased use cases, comes its misuse. Malware affecting the Virtual Environment (VE) may prevent an investigator from ascertaining virtual information from a physical scene, or from traditional “dead” analysis. Following the trend of anti- Keywords: forensics, evidence of an attack may only be found in memory, along with many other volatile data Memory forensics points. Our work provides the primary account for the memory forensics of Immersive VR systems, and Data recovery in specific the HTC Vive. Our approach is capable of reconstituting artifacts from memory that are Virtual reality relevant to the VE, and is also capable of reconstructing a visualization of the room setup a VR player was Reverse engineering immersed into. In specific, we demonstrate that the VE, location, state and class of VR devices can be extracted from memory. Our work resulted in the first open source VR memory forensics plugin for the Volatility Framework. We discuss our findings, and our replicable approach that may be used in future memory forensics research. © 2019 The Author(s). Published by Elsevier Ltd on behalf of DFRWS. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). 1. Introduction (Editor, 2015). Ethical and legal controversy have kept a legal pre- cedence at bay, however, these concerns should not preclude a With the rise in popularity of Virtual Reality (VR) devices, and thorough forensic evaluation (Lemley and Volokh, 2017). their new found residence in the consumer marketplace, these Preliminary work has been conducted on disk and network ar- complex systems will soon become an important source of digital tifacts of VR systems, however, volatile memory is a source yet to be evidence. Hardware improvements, price reductions and a boom of considered (Yarramreddy et al., 2018). Large amounts of informa- content has led to over 1 million VR headsets being sold in 2017 tion, that may not be available in traditional storage can be recov- (Lamkin, 2017). As end users have readily adopted Augmented Reality ered from volatile memory. This may include running processes, (AR), VR, and Mixed Reality (MR) alike, the forensics community has network connections, chat messages and encryption keys (Case and lagged in preparing for a new environment, where crimes and evi- Richard, 2017). VR systems are no exception; the complex tracking dence are a coalescence of virtual and physical realities. system and device events are largely handled in memory. Tradi- Virtual Environments (VEs), hosting new types of social inter- tional “dead” analysis will not recover such evidentiary data. action, may also be the locale for misconduct. Reports of sexual As forensic techniques continue to improve and adversary tac- harassment in VR, where women have been groped have caught tics evolve, memory forensics has become increasingly important. both digital investigators and lawmakers off guard (Wong, 2016). Malware and exploitation tools are progressively reducing their Fully immersive systems, which envelope the entirety of a user's non-volatile footprint and thus evidence collection must keep pace. vision, force the user to impart their trust to the VR system's safety As the field was once primarily focused on operating system level mechanisms. Users may injure themselves using the systems, or forensics (Case and Richard, 2017), application and device specific defraud each other in the VEs. Moreover, social features of online data collection is too finding relevance (Anglano et al., 2017; Sylve gaming have recently become a haven for money laundering et al., 2012). Today, our homes have been filled with an ecology of devices. We have seen the epic rise of smart phones, eReaders, smart watches, fitness and health trackers, gaming devices, smart * Corresponding author. TVs, Internet of Things devices, etc. Virtual Reality devices are now E-mail addresses: [email protected] (P. Casey), rlind2@unh. moving into this complex playing field and require a forensic newhaven.edu (R. Lindsay-Decusati), [email protected] (I. Baggili), evaluation of volatile memory. [email protected] (F. Breitinger). URL: http://www.unhcfreg.com, http://www.unhcfreg.com, http://www.Bag- With MR systems blending together virtual and physical expe- gili.com/, http://www.fbreitinger.de riences, malware targeting these devices may have a slew of https://doi.org/10.1016/j.diin.2019.04.007 1742-2876/© 2019 The Author(s). Published by Elsevier Ltd on behalf of DFRWS. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/ licenses/by-nc-nd/4.0/). S14 P. Casey et al. / Digital Investigation 29 (2019) S13eS21 additional capabilities. An immersed user, who trusts both their The HTC Vive base configuration consists of a headset or Head vision and hearing to the VR device, is a perfect target for an attack Mounted Display (HMD) which is tethered to a computer, two that could even bring about physical harm (Casey et al., 2019; wireless handheld controllers, and two wall mounted base stations UNHcFREG, 2018). Should the VE be maliciously modified to disrupt that are responsible for tracking the other devices. The base stations or deceive an immersed user, the calibration between the physical employ Valve Corporation's lighthouse technology to sweep the and virtual space will inevitably be compromised. Thus, an roomwith infrared light and triangulate the tracked devices. The final onlooker cannot reliably ascertain the user's virtual orientation computed location in virtual space is referred to as a pose. Aside from from their physical. This discrepancy would only be found in the live HDMI image processing on the HMD, the computer driving the sys- copy of the system's configuration, residing only in memory. tem handles the bulk of the workload, allowing for convenient The HTC Vive, which provides a fully immersive VR experience memory collection and analysis. Applications are typically launched and utilizes the most popular gaming platform, Steam, is a fitting through Steam, a digital distribution platform developed by Valve, candidate for study (Bailey, 2018). In this work, we conduct an with SteamVR responsible for the VR runtime. To promote third- analysis of the runtime of the HTC Vive to identify potential sources party application development, Valve established a framework that of digital evidence unique to volatile memory. We develop a can be expanded to suit any VR system known as OpenVR. methodology to locate, and extract these data structures from a OpenVR is an API designed to free developers from relying on memory dump. Finally, we automate the process and form a 3- hardware specific Software Development Kits (SDKs). Simply a dimensional reconstruction of the VE via a plugin for the Vola- collection of virtual functions matched to the appropriate VR tility Framework. Our work provides the following contributions: interface, OpenVR allows applications to maintain compatibility among several systems and SDKs (Valve Software, 2018). Although 1. To the best of our knowledge this is the primary account for OpenVR can power a variety of systems, OpenVR's developer Valve specifically examining the memory forensics of VR systems. partnered with the development of the HTC Vive. Utilizing the API, 2. We share our analysis and findings that may impact future in- we can access hardware and tracking information otherwise un- vestigations involving VR systems. available to the user. 3. We employ and share a reusable methodology that may be One such component of the VE is the Chaperone. Because the adopted by others to create similar plugins. system is fully immersive and encapsulates the entirety of the 4. We construct an open source tool Vivedump, that may be used in user's vision, there must be some protection from physical obsta- the analysis of memory dumps of HTC Vive VR systems and cles. When in close proximity to the user defined boundaries, a share related datasets. The tool is a plug-in for the widely virtual wall (Chaperone) will appear and notify the user. adopted Volatility framework. 2.1. Memory forensics The remainder of this paper is organized as follows. We famil- iarize the reader with VR related components and discuss related Formal memory forensics arrived on the scene as early as 2001, work in Section 2. We present the details of our apparatus and with the first structured analysis tools surfacing in 2004 (Case and applications used in Section 3. In Section 4, we present our meth- Richard, 2017), and a wave of work in 2005 and 2006 with the odology from scenario creation through plugin development.
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