Cybersecurity And Cybercrime Investigation

Society’s increasing reliance on technology, fueled by a growing desire for increased connectivity (given the increased productivity, efficiency, and availability to name a few motivations) has helped give rise to the compounded growth of electronic data.

  • PDF / 5,038,055 Bytes
  • 163 Pages / 439.43 x 683.15 pts Page_size
  • 32 Downloads / 195 Views

DOWNLOAD

REPORT


Farkhund Iqbal Mourad Debbabi Benjamin C. M. Fung

Machine Learning for Authorship Attribution and Cyber Forensics

International Series on Computer Entertainment and Media Technology Series Editor Newton Lee Institute for Education, Research, and Scholarships Los Angeles, CA, USA

The International Series on Computer Entertainment and Media Technology presents forward-looking ideas, cutting-edge research, and in-depth case studies across a wide spectrum of entertainment and media technology. The series covers a range of content from professional to academic. Entertainment Technology includes computer games, electronic toys, scenery fabrication, theatrical property, costume, lighting, sound, video, music, show control, animation, animatronics, interactive environments, computer simulation, visual effects, augmented reality, and virtual reality. Media Technology includes art media, print media, digital media, electronic media, big data, asset management, signal processing, data recording, data storage, data transmission, media psychology, wearable devices, robotics, and physical computing. More information about this series at http://www.springer.com/series/13820

Farkhund Iqbal • Mourad Debbabi Benjamin C. M. Fung

Machine Learning for Authorship Attribution and Cyber Forensics

Farkhund Iqbal Zayed University Abu Dhabi, United Arab Emirates Benjamin C. M. Fung School of Information Studies McGill University Montreal, QC, Canada

Mourad Debbabi School of Engineering & Computer Science Concordia University Montreal, QC, Canada

ISSN 2364-947X     ISSN 2364-9488 (electronic) International Series on Computer Entertainment and Media Technology ISBN 978-3-030-61674-8    ISBN 978-3-030-61675-5 (eBook) https://doi.org/10.1007/978-3-030-61675-5 © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors, and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to juris