I Know What You Did Last Summer: Identifying VR User Activity Through VR Network Traffic
- URL: http://arxiv.org/abs/2501.15313v1
- Date: Sat, 25 Jan 2025 19:58:29 GMT
- Title: I Know What You Did Last Summer: Identifying VR User Activity Through VR Network Traffic
- Authors: Sheikh Samit Muhaimin, Spyridon Mastorakis,
- Abstract summary: Concerns have arisen about the security and privacy implications of VR applications and the impact that they might have on users.
We collect network traffic data from 25 VR applications running on the Meta Quest Pro headset and identify characteristics of the generated network traffic.
Our results indicate that through the use of ML models, we can identify the VR applications being used with an accuracy of 92.4F%.
- Score: 2.0257616108612373
- License:
- Abstract: Virtual Reality (VR) technology has gained substantial traction and has the potential to transform a number of industries, including education, entertainment, and professional sectors. Nevertheless, concerns have arisen about the security and privacy implications of VR applications and the impact that they might have on users. In this paper, we investigate the following overarching research question: can VR applications and VR user activities in the context of such applications (e.g., manipulating virtual objects, walking, talking, flying) be identified based on the (potentially encrypted) network traffic that is generated by VR headsets during the operation of VR applications? To answer this question, we collect network traffic data from 25 VR applications running on the Meta Quest Pro headset and identify characteristics of the generated network traffic, which we subsequently use to train off-the-shelf Machine Learning (ML) models. Our results indicate that through the use of ML models, we can identify the VR applications being used with an accuracy of 92.4F% and the VR user activities performed with an accuracy of 91%. Furthermore, our results demonstrate that an attacker does not need to collect large amounts of network traffic data for each VR application to carry out such an attack. Specifically, an attacker only needs to collect less than 10 minutes of network traffic data for each VR application in order to identify applications with an accuracy higher than 90% and VR user activities with an accuracy higher than 88%.
Related papers
- An Empirical Study on Oculus Virtual Reality Applications: Security and
Privacy Perspectives [46.995904896724994]
This paper develops a security and privacy assessment tool, namely the VR-SP detector for VR apps.
Using the VR-SP detector, we conduct a comprehensive empirical study on 500 popular VR apps.
We find that a number of security vulnerabilities and privacy leaks widely exist in VR apps.
arXiv Detail & Related papers (2024-02-21T13:53:25Z) - Evaluating Deep Networks for Detecting User Familiarity with VR from
Hand Interactions [7.609875877250929]
We use a VR door as we envision it to the first point of entry to collaborative virtual spaces, such as meeting rooms, offices, or clinics.
While the user may not be familiar with VR, they would be familiar with the task of opening the door.
Using a pilot dataset consisting of 7 users familiar with VR, and 7 not familiar with VR, we acquire highest accuracy of 88.03% when 6 test users, 3 familiar and 3 not familiar, are evaluated with classifiers trained using data from the remaining 8 users.
arXiv Detail & Related papers (2024-01-27T19:15:24Z) - Deep Motion Masking for Secure, Usable, and Scalable Real-Time Anonymization of Virtual Reality Motion Data [49.68609500290361]
Recent studies have demonstrated that the motion tracking "telemetry" data used by nearly all VR applications is as uniquely identifiable as a fingerprint scan.
We present in this paper a state-of-the-art VR identification model that can convincingly bypass known defensive countermeasures.
arXiv Detail & Related papers (2023-11-09T01:34:22Z) - BehaVR: User Identification Based on VR Sensor Data [7.114684260471529]
We introduce BehaVR, a framework for collecting and analyzing data from all sensor groups collected by multiple apps running on a VR device.
We use BehaVR to collect data from real users that interact with 20 popular real-world apps.
We build machine learning models for user identification within and across apps, with features extracted from available sensor data.
arXiv Detail & Related papers (2023-08-14T17:43:42Z) - Towards Modeling Software Quality of Virtual Reality Applications from
Users' Perspectives [44.46088489942242]
We conduct the first large-scale empirical study to model the software quality of VR applications from users' perspectives.
We analyze 1,132,056 user reviews of 14,150 VR applications across seven app stores through a semiautomatic review mining approach.
Our analysis reveals that the VR-specific quality attributes are of utmost importance to users, which are closely related to the most unique properties of VR applications.
arXiv Detail & Related papers (2023-08-13T14:42:47Z) - VR.net: A Real-world Dataset for Virtual Reality Motion Sickness
Research [33.092692299254814]
We introduce VR.net', a dataset offering approximately 12-hour gameplay videos from ten real-world games in 10 diverse genres.
For each video frame, a rich set of motion sickness-related labels, such as camera/object movement, depth field, and motion flow, are accurately assigned.
We utilize a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code.
arXiv Detail & Related papers (2023-06-06T03:43:11Z) - Unique Identification of 50,000+ Virtual Reality Users from Head & Hand
Motion Data [58.27542320038834]
We show that a large number of real VR users can be uniquely and reliably identified across multiple sessions using just their head and hand motion.
After training a classification model on 5 minutes of data per person, a user can be uniquely identified amongst the entire pool of 50,000+ with 94.33% accuracy from 100 seconds of motion.
This work is the first to truly demonstrate the extent to which biomechanics may serve as a unique identifier in VR, on par with widely used biometrics such as facial or fingerprint recognition.
arXiv Detail & Related papers (2023-02-17T15:05:18Z) - Wireless Edge-Empowered Metaverse: A Learning-Based Incentive Mechanism
for Virtual Reality [102.4151387131726]
We propose a learning-based Incentive Mechanism framework for VR services in the Metaverse.
First, we propose the quality of perception as the metric for VR users in the virtual world.
Second, for quick trading of VR services between VR users (i.e., buyers) and VR SPs (i.e., sellers), we design a double Dutch auction mechanism.
Third, for auction communication reduction, we design a deep reinforcement learning-based auctioneer to accelerate this auction process.
arXiv Detail & Related papers (2021-11-07T13:02:52Z) - Meta-Reinforcement Learning for Reliable Communication in THz/VLC
Wireless VR Networks [157.42035777757292]
The problem of enhancing the quality of virtual reality (VR) services is studied for an indoor terahertz (THz)/visible light communication (VLC) wireless network.
Small base stations (SBSs) transmit high-quality VR images to VR users over THz bands and light-emitting diodes (LEDs) provide accurate indoor positioning services.
To control the energy consumption of the studied THz/VLC wireless VR network, VLC access points (VAPs) must be selectively turned on.
arXiv Detail & Related papers (2021-01-29T15:57:25Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.