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  • 會議論文

虛擬數位鑑識證據蒐集實驗室運用於資訊安全鑑識學習研究

Study on Application of Virtual Digital Forensic Evidence Collection Laboratory in Information Security Forensic Learning

摘要


COVID-19冠狀病毒正侵襲著人類,讓許多國家無法進行實體授課,而建置虛擬數位鑑識證據蒐集實驗室(簡稱本實驗室),價格昂貴,是一般大學系所無法負擔的。一位好的數位鑑識調查員需要具備敏銳的觀察力、膽大心細並反覆練習才能完成任務,因此本研究目的在於探討參與本實驗室的使用者之重複體驗感受力及是否能提高學習興趣。本研究運用虛擬實境(簡稱VR)技術開發符合資訊安全鑑識教學之需求,完成VR實驗室做為資訊安全相關課程之教具。藉由VR的互動性、沉浸感、想像力三種特性,讓使用者有身歷其境寓教於互動遊戲中之效果,藉由蒐集各種數位證據所獲點數總分做為訓練績效分級參考,以提高學習者之學習興趣。本研究貢獻如下:(1)建置完成符合教育目標的創新教學VR實驗室之教具(2)將3D鑑識物件視覺化,更貼近資訊安全犯罪現場真實情況。(3)運用敏捷專案管理,讓學習者置身於虛擬資安現場情況下,啟發更多蒐集數位證據的想像空間。(4)運用在虛擬實境的教育訓練,以解決企業人力資源工作安全教育訓練的問題。(5)針對使用者體驗感受進行問卷調查,研究分析結果顯示有94%的使用者在使用後提高學習興趣,並且希望能繼續運用在其它學習上。

並列摘要


The COVID-19 coronavirus is invading humans, making it impossible for many countries to conduct physical teaching. The construction of a virtual digital forensic evidence collection laboratory (referred to as this laboratory) is expensive and cannot be afforded by ordinary university departments. A good digital forensic investigator needs keen observation, boldness, carefulness and repeated practice to complete the task. Therefore, the purpose of this research is to explore the experience of the users participating in the laboratory and whether it can increase their interest in learning. This research uses virtual reality (VR) technology to develop in line with the needs of information security forensic teaching, and completes the VR laboratory as a teaching aid for information security related courses. With the three characteristics of VR's interactivity, immersion, and imagination, users have the effect of immersing and teaching in interactive games. By collecting various digital evidences, the total points obtained are used as a reference for training performance grading. To increase the learner's interest in learning. The contributions of this research are as follows:(1) Establish and complete teaching aids for innovative teaching VR laboratories that meet the educational goals. (2) Visualize 3D forensic objects to get closer to the real situation of information security crime scenes. (3) Use project management to expose learners to the virtual information security scene, inspiring more imagination for collecting digital evidence. (4) Education and training in virtual reality are used to solve the problem of safety education and training in enterprise human resources work. (5) A questionnaire survey was conducted on user experience. The results of research analysis showed that 94% of users showed interest after use and hoped to continue to use other learning.

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