PatchScope: Memory Object Centric Patch Diffing

Author(s):  
Lei Zhao ◽  
Yuncong Zhu ◽  
Jiang Ming ◽  
Yichen Zhang ◽  
Haotian Zhang ◽  
...  
Keyword(s):  
2017 ◽  
Vol 52 (9) ◽  
pp. 36-46 ◽  
Author(s):  
Zhengyang Liu ◽  
John Criswell

2016 ◽  
Vol 35 (2) ◽  
pp. 189-214
Author(s):  
Seth Estrin

Focusing on a single funerary monument of the late archaic period, this paper shows how such a monument could be used by a bereaved individual to externalize and communalize the cognitive, perceptual, and emotional effects of loss. Through a close examination of the monument’s sculpted relief and inscribed epigram, I identify a structural framework underlying both that is built around a disjunction between perception and cognition embedded in the self-identified function of the monument as a mnema or memory-object. Through the analysis of other epigrams and literary passages, this disjunctive framework is shown to be derived, in turn, from broader conceptualizations in archaic Greece about how both mental images, including memories, and works of art allowed continued visual, but not cognitive-affective, access to the deceased. From this perspective, the monument’s relief opens up to us the experience of the bereaved individual who is only able to connect with the deceased through a remembered mental image.


2017 ◽  
Vol 7 (2) ◽  
pp. 58-70
Author(s):  
Nur Baser Baykal ◽  
Metehan Irak

AbstractObjectives: The differential effects of playing violent video games on information processing has become an issue of concern. Neuropsychological studies provide inconsistent results regarding the effects of playing excessive video games on information processing. The goal of this study was to investigate the effect of violent video games on various cognitive processes, specifically working memory, object recognition, and visual-spatial perception. The relationships between violent video game addiction and aggression, personality, and craving were also investigated. Method: 54 university students were classified into three different groups (addicted, risk, and control) according to the time they spent game playing and their Game Addiction Scale scores. Results: Game addicted individuals have higher scores on aggression, craving, urging, and psychoticism than other groups. Significant differences in reaction times during cognitive tasks were also found. The game addicted group’s reaction times were significantly faster than for risk and non-player groups. Conclusion: This study supports previous findings that violent game playing is related with aggressive thoughts, craving, and urging. However, violent game addiction does not have negative effects on working memory, object recognition, and visual-spatial perception. Keywords: Game addiction, violent games, aggression, cognition.


Author(s):  
Jiqiang ZHAI ◽  
Pan CHEN ◽  
Xiao XU ◽  
Hailu YANG

The current forensic research on heaps mainly extracts information from the heap of Linux and the NT heap of Windows. However, the study of how to extract the information on the segment heap in the Windows 10 from dump files is not sufficient. To reproduce the internal information on the segment heap, this paper proposes a method for locating and extracting the internal information on the segment heap in the Windows 10 according to the field offset in the vtype description information of memory object. The method uses the pool scanning technology to locate the process object, obtains the starting position of the process heap and scans the process heap according to the structural information on the process object and the process environment block object. Then it locates the position of the segment heap with its feature values, thereby extracting its internal information. Based on the analysis results, five forensic plugins for extracting the information on the segment heap were developed on the Volatility framework. The experimental results show that this method can effectively extract the information on the address of each segment heap and its internal components in the memory and on the size of committed memory, etc. The information can help investigators to analyze the digital traces left in the memory by cyber criminals or cyber attackers.


1992 ◽  
Vol 106 (5) ◽  
pp. 751-761 ◽  
Author(s):  
Cynthia G. Wible ◽  
Joseph R. Shiber ◽  
David S. Olton
Keyword(s):  

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