Shehab, Moo Nam Ko, Hakim Touati Department of Software and Information Systems University of North Carolina at Charlotte {Mshehab,Mnko,Htouati}@Uncc.Edu

Total Page:16

File Type:pdf, Size:1020Kb

Shehab, Moo Nam Ko, Hakim Touati Department of Software and Information Systems University of North Carolina at Charlotte {Mshehab,Mnko,Htouati}@Uncc.Edu Social Networks Profile Mapping using Games Mohamed Shehab, Moo Nam Ko, Hakim Touati Department of Software and Information Systems University of North Carolina at Charlotte fmshehab,mnko,[email protected] Abstract ent sites, for example most Twitter users have a Face- book account [14], and 64% of MySpace users have ac- Mapping user profiles across social network sites enables counts in Facebook [28]. With the increasing popularity sharing and interactions between social networks, which of SN connect services [18], this enabled users to connect enriches the social networking experience. Manual map- websites with their SN accounts and to share their opin- ping for user profiles is a time consuming and tedious ions and comments across networks. Leading SN sites task. In addition profile mapping algorithms are inaccu- are moving towards meeting the user’s cross site interac- rate and are usually based on simple name or email string tions demands [20]. Users are able to connect different matching. In this paper, we propose a Game With A SN accounts and to share data across SNs, for instance, a Purpose (GWAP) approach to solve the profile mapping user could connect his Twitter feed to his Facebook status problem. The proposed approach leverages the game ap- such that his Facebook status will be updated automati- peal and social community to generate the profile map- cally whenever he updates his Twitter feed [3]. pings. We designed and implemented an online social When users create new accounts on a site they will networking game (GameMapping), the game is fun and spend time trying to rebuild their friendship connections is based on human verification. The game presents the with users they know, to alleviate this task several sites players with some profiles information, and uses human provide users with “import your friends” capability. For computation and knowledge about the information be- example, Bob has an established account in Facebook, ing presented to map similar user profiles. The game and Bob heard from his friends about the video posting was modeled using incomplete information game the- services provided by MySpace, so Bob creates a new ac- ory, and a proof of sequential equilibrium was provided. count in MySpace which offers him to import his friends To test the effectiveness of the mapping technique and from Facebook. Using this functionality MySpace im- detection strategies, the game was implemented and de- ports profile attributes of Bob’s Facebook friends, and ployed on Facebook, MySpace and Twitter and the ex- attempts to locate users who have similar attributes in periments were performed on the real data collected from MySpace (name, location, email hash, etc.) and recom- users playing the game. mends to Bob to add them as friends in MySpace. This approach is not effective in locating users with popular 1 Introduction names, or for users who don’t have matching attributes. Studies have shown that users tend to enter false in- Social network (SN) services have been one of the main formation in their profiles [30], which causes attribute highlights of Web 2.0. Popular SN sites have attracted based matching approaches to generate inaccurate re- millions of users, for example Facebook hosts over 500 sults [35, 39]. Furthermore, graph matching solutions are million users. Different SNs provide users with different computationally expensive and require the knowledge of sets of services and experiences, for example, Facebook the complete graph of both networks [7, 8, 2]. Email and MySpace allow users to creates photo albums, fan based matching is only available when users use a same clubs, and post feeds along with sharing all this content email across sites. A simple solution would be possible with friends, Twitter provides users with the ability to if all sites use a federated identity such as OpenID [31], post short messages, and LinkedIn enables users to con- however this technology is not popular among social net- nect with other users for professional purposes. To enjoy work users. these services, users endup creating accounts on differ- In this paper, we propose a Game With A Purpose approach to solve the profile mapping problem. The include recommendation mechanism and the game the- proposed approach leverages the game appeal and so- oretic proof. Section 5, describes the implementation of cial community to generate the profile mappings. We game system and the experimental results. The related designed and implemented an online social networking work is discussed in Section 6, and Section 7 provides game (GameMapping), the game is fun and is based on the paper conclusion. human verification. GameMapping takes advantage of people’s existing perceptual abilities and desire to be en- tertained. The game will present the player with a user 2 Preliminaries from one social network, and a set of friends from an- other social network, which represent the set of mapping 2.1 Game With a Purpose recommendations. The friends’ information is summa- Games with a Purpose (GWAP) is a form of human com- rized in a profile card which includes the profile photo, putation [33, 34], which gets humans to play enjoyable name, age, location, etc. The player gets a small num- games that are also productive tools. These games are ber of points for choosing one of the provided mappings, used in tasks that are hard for computers but easy for hu- this reinforces a sense of incremental individual success mans. For example, the ESP game [33] is a two-player in the game. The game also rewards social success by game used for labeling and tagging images over the web, awarding the player a large number of bonus points when the game is setup to reward players providing the same other users or friends agree to the player’s provided map- labels by giving them bonus points if their tags match. pings. This proposed mechanism is similar to social buy- Our goal is to design a GWAP to solve the profile map- ing, where buyers are offered discounts discount deals ping problem between social networks, by asking players (bonus) if they sign up for a deal in large masses [27]. to map their friends in the different social networks. One Users will be allowed to invite their friends to play the of the main challenges is the design of a points system game in hope of gaining the large bonus points. Sim- that rewards correctly identified profile mappings and to ilar games with a purpose have been successfully pro- maximize the reward for truthful rational players, and posed to aid in labeling and tagging images over the web minimize the reward of irrational players. Gaming on [33]. We also investigated several approaches for gen- social network platforms is becoming very popular with erating the set of mapping recommendations. The pro- games such as FarmVille in Facebook [13] hosting over posed GameMapping game was analyzed using game 62 million monthly active users. Our proposed game can theory, to identify equilibrium under the current assump- easily be deployed on social network sites as an online tions and point granting scheme to ensure that rational game, and if it is popular we estimate that most of the players will provide accurate profile mappings to max- account mappings can be properly discovered in a matter imize their game score. We performed several experi- of weeks. ments to evaluate our approach on the game results, and we compared it to attribute based mapping which is pre- sented in the experimental section. The main contribu- 2.2 Social Networks tions of the paper are summarized as follows: Users and relationships between users are the core com- • We proposed a Game With A Purpose approach for ponents of social networks. Each user manages an on- solving the profile mapping problem as a game sup- line personal profile, which usually includes information ported by social verification. such as the user’s name, birth date, address, contact in- formation, emails, education, interests, photos, music, • We proved the equilibrium of the game scoring videos, blogs, and many other items. Each user ui 2 V mechanism using game theory to ensure that ratio- maintains a profile Pi, which is composed of N profile nal players will provide accurate profile mappings i i attributes, fA1;:::;ANg. Each attribute is a name-value while playing the game. pair (an;av), where an and av represent name and value respectively. For example, a Facebook user profile in- • We implemented our game as an online social net- cludes attributes such as birthday, location, gender, re- working game in Facebook, MySpace and Twitter. ligion, etc. Users are also able to post objects such as This implementation is a proof a concept and was photos, videos, and notes to their profiles to share with used to collect and perform experimental results. other users. The rest of this paper is organized as follows. Sec- Users are connected to a set of friends, using this no- tion 2, provides an overview of Game With a Purpose tion a social network can be modeled as an undirected and social networks. Section 3, defines the problem of graph G(V;E), where the set of vertices V is the set of profile mapping across sites. Section 4 describes how users, and the set of edges E is the set of friendship re- the proposed game works, and gives game details that lationships between users. The edge (ui;u j) 2 E implies 2 that users ui and u j are friends. Using the graph based and SNB respectively, and user’s local neighborhoods A, B find the set of mappings M ⊆ M mappings model for social networks, we leverage the node net- Nui Nu j u work structural properties to provide additional user at- between profiles in Nui and Nu j .
Recommended publications
  • Table of Contents 500 GREAT PROGRAM IDEAS
    Table of Contents 500 GREAT PROGRAM IDEAS Compiled by Recreation and Leisure Studies Students Gordon College Presented at Massachusetts Recreation and Park Association State Conference October 23, 2007 Workshop Presenters: Dr. Peggy Hothem Professor of Recreation and Leisure Studies Students: Christine Arruda, Christine Scanlon and Kendra Spotts Adult: Let's Talk An open forum for parents to exchange ideas, learn how to cope with ups and downs of parenthood, and acquire useful information from local guest speakers. Childcare and refreshments provided for participants. Where are Your Teenagers ----- on the Internet? Facebook, MySpace, IM, Textmessaging, and what is coming next? Learn to communicate in their language. (Best Buy and other technology retail stores can be a resource for providing an instructor – usually free of charge) Understanding Japanese Culture A course designed as an introduction to Japanese cuisine. Participants will learn Japanese cooking techniques, ingredients, quality brands, shopping tips, and how to locate Japanese grocers. Also you will prepare entrees. Fit Fitness in your Schedule Various fitness classes to choose from; Coed Body Sculpting, Exercise for the Early Bird, and Ultimate Step and Tone are only a few offered. Shorter sessions allow for greater flexibility for those with tight schedules Digital Camera Club Learn the newest techniques. Meetings consist of presentations by professional photographers, field trips, photo contests and photo demonstrations. A Mile In My Shoes A walking club offering the guidance and direction to start walking into shape! Tally sheets to keep track of walking distance, instructional handouts and fitness instructors will be provided. Each participant will record his/her mileage and receive prizes upon reaching goals.
    [Show full text]
  • Local Password Exploitation Class
    Adrian Crenshaw http://Irongeek.com I run Irongeek.com I have an interest in InfoSec education I don’t know everything - I’m just a geek with time on my hands Regular on: http://www.isd-podcast.com/ http://Irongeek.com Pulling stored passwords from web browsers/IM clients and other apps Hash cracking of Windows passwords, as well as other systems Sniffing plain text passwords off the network How passwords on one box can be used to worm though other hosts on a network Hope it get’s you thinking. Exploits are temporary, bad design decisions are forever. http://Irongeek.com There are several reasons why an attacker may want to find local passwords: To escalate privileges on the local host (install games, sniffers, key stroke catchers and other software or just to bypass restrictions). Local passwords can be used to gain access to other systems on the network. Admins may reuse the same usernames and passwords on other network hosts (more than likely if they use hard drive imaging). Similar themes are also often used for password selection. Just for the fun of doing it. http://Irongeek.com Does not organize well, but you need to have these factoids in the back of your head for later. http://Irongeek.com Imaged Systems Uses it on other systems Repeat ad nauseum Attacker grabs local password on one box Grabs passwords from other systems, and installs keyloggers/sniffers to get network credentials for http://Irongeek.com more systems Target Audience: Workstation Installers, System Admins, Security Folk and General Gear-heads.
    [Show full text]
  • The Application Usage and Risk Report an Analysis of End User Application Trends in the Enterprise
    The Application Usage and Risk Report An Analysis of End User Application Trends in the Enterprise April 5, 2008 Palo Alto Networks 2130 Gold Street, Suite 200 Alviso, CA 95002-2130 Main 408.786.0001 Fax 408.786.0006 Sales 866.207.0077 www.paloaltonetworks.com Table of Contents Executive Summary............................................................................................................................. 3 Introduction.......................................................................................................................................... 4 Palo Alto Networks Application Visibility and Risk Report............................................................... 5 Findings ............................................................................................................................................... 5 Major Trends.................................................................................................................................... 5 Consumerization of Enterprise Networks and Applications............................................................. 6 Instant messaging: evasive features bring business and security risks. ..................................... 6 Web mail: rampant use brings delicate balancing act of personal email on company time. ....... 7 Peer-to-peer applications: prevalent on enterprise networks, despite control efforts.................. 8 Web-based file transfer and storage: harmless utility or data sinkhole? ..................................... 8 Media applications:
    [Show full text]
  • TSU Journal of Communication and Media Studies, Vol. 3, No. 1, March 2020
    TSU Journal of Communication and Media Studies, Vol. 3, No. 1, March 2020 Impact of Social Media on the Socio-Economic Development of Nigeria 1Bolu John Folayan & 2Maria Kisugu Obun-Andy Abstract Advancements in technology and the internet have greatly influenced the way things are done virtually in all fields of human endeavor. These advancements, no doubt, have influenced the socio-economic developments of nations including Nigeria. The impact of social media on human capacity development has gone beyond the exchange of information; the social media have become powerful communicative forces in the economic, political, religious and educational realms of the society. This study examines the role of social media in the socio- economic development of Nigeria. It explores the potentials of the various social media platforms to the socioeconomic development of Nigeria. Scholarly perspectives and positions in the literature are explored to demonstrate the relevance of social media and their applications in the course of making life better for the masses, particularly the indigent and information have-nots. The study spotlights key areas where successful application of social media can engender the much needed sustainable development of society, using the Nigerian situation as a point of reference. The study further identifies social media platforms that can facilitate this much desired socio-economic development, emphasizing that the goal of developing human and technological potentialities of Nigeria cannot be achieved effectively unless the society adopts IT-driven developmental strategies, especially in an information era like ours. Social media presents viable IT avenues that could be harnessed to spearhead this course. Key words: Social media, Socio-Economic Development, Information Technology and Nigeria.
    [Show full text]
  • Hosting Online Open Houses & Online/Virtual Office Hours
    Hosting online open houses & online/virtual office hours A virtual open house can be an information session, webinar, or other interactive program that provides prospective students with the opportunity to ask questions either via video, chat, or audio while a staff member responds to questions and provides program information in real time. These should be planned on adult student- friendly schedules with a variety of available dates and times. The event could be offered on a Tuesday evening, Thursday at noon, and/or a Saturday morning, giving prospective students the ability to “attend” the event either after regular office hours, during a lunch break, or on a weekend from their office, home, or a local library. An online open house event should provide: general information about the program; program requirements; the portfolio process; and financial aid. By making information available to the students on their schedule from a space they consider safe and non- threatening, they will be more open to participation. Prospective students can access the event from anywhere with a computer and an internet connection. Adult learners often juggle many responsibilities between work, home, and their community. Here are some helpful resources to help you reach prospective adult students without breaking the bank or overextending your staff. The services listed below will enable you to host events or hold office hours outside of the traditional work schedule and from anywhere with an internet connection. You aren’t required to use these specific services; these are merely suggestions to assist you in providing online support to your students as a part of the RBA Today program commitment requirements.
    [Show full text]
  • Myspace FY07 Ad Strategy
    MySpace: Working with Law Enforcement Jennifer Mardosz, VP of Safety & Security Sarah Kaleel, Director of Policy Enforcement & Security Abuse Fox Interactive Media | MySpace.com August 7, 2008 The Fox Interactive Media Family Social Networking and MySpace What Are Social Networking Sites? • Social networking sites have one stop shopping for online content, activities and features. • Some of the larger social networking sites on the internet, aside from MySpace.com, are Xanga.com, Facebook.com and Friendster.com. Bebo.co.uk and Piczo.com are popular in the U.K. The MySpace Generation • 1 in 4 Americans are on MySpace • 85% of members are 18+ • 110 million monthly users in US • 300,000 new registrants daily* • 15 million total images uploaded daily • 70,000+ videos uploaded daily • 50 million messages sent a day • Localized versions in 30 regions across 15 languages Source: comScore Media Metrix August 2007 * MySpace internal data, August 2007 A Strong Foundation for Online Safety Technology Education NGOs Law Enforcement Public Policy Industry Relations International Contact, Content and Collaboration Contact Content Collaboration Keep predators off of Keep inappropriate Information that MySpace content off of empowers parents MySpace Block teen access Prevent unwanted from age - Education contact for all users inappropriate content Work with Law Enforcement Contact What We’re Doing: Contact . Email verification of new members . Users under 18 are automatically assigned a Private Profile . Adults can never add under 16’s as a friend unless they know the under 16’s last name or email address (adult must know the user in the physical world) • Keep predators off .
    [Show full text]
  • Download (907Kb)
    www.ojcis.net Vol. 3 No. 1. February, 2020 The Place of Social Media and its Impact in Nigeria Maria Kisugu Obun-Andy M.Sc., B.Sc. CMIMIM Department of Mass Communication The Federal Polytechnic, Ilaro Tel. 08177663219 Email: [email protected] Abstract The study investigates the place of social media and its impact in Nigeria. The major objective of this study is to determine how the use of social media impact on Nigeria with specific emphasis on the strength, weakness, threat and opportunities. The study used survey research design with one hundred and eighty six respondents randomly selected from the community area where the research was carried out. The paper adopted purposive random sampling techniques and selected (200) respondents. The respondents were given questionnaire to fill in order to determine their perceptions. The findings of this study seem to confirm the assumption that social media impact on Nigerians in more positive ways though, has some negative effect. The study therefore recommends that Nigeria should focus on the opportunities available in social media and do away with the negative aspects. Concerned global regulatory bodies should do more at ensuring that social media content is being censored. Parents should engage their children in discussions that disabuse their mindset from thought of engaging in wrong activities on social media. Key words: Social media, Networking sites, Global Village, SWOT Analysis Introduction Human communication has evolved over time. During the oral traditional stage, human developed his ability to speak and communicate face to face with one another. This was followed by the stage of images during which period they communicated through signs and symbols.
    [Show full text]
  • The Application Usage and Risk Report an Analysis of End User Application Trends in the Enterprise
    The Application Usage and Risk Report An Analysis of End User Application Trends in the Enterprise Fall Edition 2009 Palo Alto Networks 232 East Java Dr. Sunnyvale, CA 94089 Sales: 866.207.0077 www.paloaltonetworks.com Table of Contents Executive Summary................................................................................................................. 3 Introduction............................................................................................................................. 4 Enterprise 2.0 Application Usage ............................................................................................ 5 SharePoint Usage Continues Its Rapid Growth........................................................................................ 6 Watch Out Microsoft, Here Comes Google ............................................................................................... 6 WebEx Competitors Show Increased Usage............................................................................................. 6 Twitter Rises From Nowhere.................................................................................................................... 6 Facebook Expands Its Dominance............................................................................................................ 7 Employees Are Active Contributors.......................................................................................................... 8 Enterprise 2.0 Benefits Are No Longer Elusive......................................................................
    [Show full text]
  • Fair Play in Der Digitalen Welt
    Fair Play in der digitalen Welt Wie Europa für Plattformen den richtigen Rahmen setzt Der Weg zu mehr Wettbewerb und Wachstum Agenda für eine eigenständige europäische Digitalwirtschaft Zielbild Wir brauchen eine Internetökonomie, die gekenn zeichnet ist durch Innovationsstärke, hohe Wertschöpfung, fairen Wettbewerb, ver trauens - vollen Umgang mit Daten und verantwortlich handelnde Unternehmen – mit eigenständigen digitalen Plattformen als wichtigen Trägern einer neuen Wirtschaftsdynamik in Europa. Ordnungsrahmen Wettbewerbsförderung durch neue Spielregeln: Die verschiedenen Plattformtypen erfordern unterschiedliche Herangehensweisen bei Rechtsanwendung und -setzung Handlungsbedarf Markt- System- Rechts- Rechts- macht relevanz anwendung setzung I. Bottle- necks II. Gatekeepers III. Open Aggregators Quelle: Roland Berger Handlungsprogramm 1. Echter digitaler Binnenmarkt statt Flickenteppich in Europa 2. Gleiches Recht für alle Anbieter, die in einem Markt tätig sind 3. Schnellere Reaktion von Kartellbehörden auf Missbräuche 4. Bewertung von Fusionen auch nach Kaufpreis, nicht nur nach Umsätzen 5. Einfachere Übertragung von Daten auf andere Plattformen 6. Mehr Auswahl bei zentralen Internetanwendungen 7. Verbesserter Zugang für Unternehmen zu digitalen Infrastrukturen 8. Sinnvolle Bündelung von Zuständigkeiten für digitale Märkte 9. Schulterschluss bei Standards und Innovationen 10. Mehr Wachstumskapital für innovative Gründerunternehmen 3 Die neue Dynamik der Internetökonomie Seit Erscheinen der von IE.F und Roland Berger gemeinsam erstellten Studie „Deutsch- land digital. Sieben Schritte in die Zukunft“ im April 2016 hat die Internetökonomie noch einmal deutlich an Dynamik gewonnen. Digitale Plattformen gelten als ihre mächtigsten Exponenten. Obwohl unter diesem Schlagwort jeder etwas anderes zu verstehen scheint (wir nähern uns einer Definition auf den Seiten 30 ff. dieser Studie), hat die politische Debatte über die Marktstellung digitaler Plattformen und die Not- wendigkeit einer Anpassung von Wettbewerbsregeln jüngst weiter an Fahrt aufge- nommen.
    [Show full text]
  • Safezone Browser Download Cent Safezone Browser Download Cent
    safezone browser download cent Safezone browser download cent. NOT REGISTERED YET? RETRIEVE YOUR PERNUM FOR BETA TESTERS--> PLEASE ENTER YOUR REGISTERED EMAIL. Your PERNUM will be sent to your registered email account. REQUEST PASSWORD FOR BETA TESTERS--> PLEASE ENTER YOUR PERNUM. Your temporary password will be sent to your registered email account. RESET YOUR MASTER PIN FOR BETA TESTERS--> PLEASE ENTER YOUR REGISTERED EMAIL AND SAFEZONE PASSWORD. RESET YOUR MASTER PIN FOR BETA TESTERS--> YOUR REQUEST HAS BEEN RECEIVED. An email has been sent to our Support Team and they will contact you at your registered email for assistance. Please allow up to 48 hours for a response, emails are processed in the order they are received. SET UP YOUR MASTER PIN FOR BETA TESTERS--> PLEASE ENTER YOUR REGISTERED EMAIL AND SAFEZONE PASSWORD. SET UP YOUR MASTER PIN FOR BETA TESTERS--> Your SafeZone Pass is protected by two-step authentication. For every login process, or if you need to change your profile data, you need a one- time pin which has been randomly generated from your 6-digit Master Pin. SET UP YOUR MASTER PIN FOR BETA TESTERS--> Oops! There is already a Master PIN set up for this account. Please either login using your existing Master PIN or you may reset your Master PIN. SET UP YOUR MASTER PIN FOR BETA TESTERS--> Your Master Pin has been set up successfully! Let us test your first One-Time Pin, which is randomly generated from your Master Pin. Please enter the matching digits of your Master Pin: SafeZone APK. SafeZone app is only available at organizations using the SafeZone solution .
    [Show full text]
  • Launch! Advertising and Promotion in Real Time
    Launch! Advertising and Promotion in Real Time Saylor.org This text was adapted by The Saylor Foundation under a Creative Commons Attribution-NonCommercial-Share-Alike 3.0 License without attribution as requested by the work’s original creator or licensee. Saylor URL: http://www.saylor.org/books Saylor.org 1 Chapter 1 Meet SS+K: A Real Agency Pitches a Real Client Figure 1.1 Fourteen Months to Launch! Saylor URL: http://www.saylor.org/books Saylor.org 2 1.1 Why Launch!? LEARNING OBJECTIVE After studying this section, students should be able to do the following: 1. Recognize the bold new approach for delivering information to today’s college students (aka digital natives). Knowledge Is a Flat World The textbook publishing industry is undergoing staggering change as many traditional business models and practices quickly lose relevance. Peer-to-peer textbook trading networks, online used-book sellers, and a gray market that allows low-priced international editions to displace expensive U.S. texts push publishers to reconsider outmoded ways of delivering content. Likewise, the digital natives who make up our university student bodies (that’s you!) inspire educators to think about the transfer of knowledge in exciting new ways. How do we best communicate the most current thinking in our disciplines to students who expect up-to- the-minute information at a keystroke and who view educational materials as community—indeed, world—resources that can and should be freely shared and interactively constructed? We’ve created a new kind of text—one premised on the idea that college course material can wield wider influence and be of greatest public benefit as it becomes easily and inexpensively available to anyone with a desire to learn.
    [Show full text]
  • Belkasoft Forensic IM Analyzer New Release Belkasoft Announces 4 New Editions of Its Flagship Tool
    Belkasoft Forensics made easier For immediate release June 28, 2010 Contact: Yuri Gubanov Company: Belkasoft Title: Owner and CEO E-mail: [email protected] Belkasoft Forensic IM Analyzer new release Belkasoft announces 4 new editions of its flagship tool Belkasoft, computer forensics software vendor, announces today the release of 4 new editions of its flagship tool called Belkasoft Forensic IM Analyzer. The tool is aimed to help forensic investigators with instant messengers history extraction and supports more than 20 various messenger histories including ICQ (all versions starting 97a to ICQ 7), Skype, Live Messenger/MSN, Yahoo! Messenger, Miranda, Trillian, MySpace IM etc. While before today it existed in two editions (Personal and Corporate), now there are four: Home, Standard, Professional and Ultimate. Home edition is targeted for individuals, the rest three will be used by organizational users. Comparing to Standard, Professional edition adds up an ability to mount drive images in popular formats such as Encase or DD. It also support QQ 2009/2010 and Skype chatsync extraction. Ultimate version provides for deleted information retrieval (so-called carving). The information can be found on FAT and NTFS drives, drive images and Live RAM images made with the help of win32dd/win64dd or FTK Imager tools. "Our goal was to ease complicated work of those who need to conduct a deep investigation of messenger histories, including deleted history and live RAM analysis," says Yuri Gubanov, owner and CEO at Belkasoft. "Now it is possible to get the single tool providing for that instead of purchasing a set of tools. Others may not overspend the money on functionality they do not need by choosing minor edition of the tool." New editions of Belkasoft Forensic IM Analyzer product are available on Belkasoft site at http://belkasoft.com .
    [Show full text]