7,811 research outputs found

    Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality

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    Virtual reality (VR) headsets are enabling a wide range of new opportunities for the user. For example, in the near future users may be able to visit virtual shopping malls and virtually join international conferences. These and many other scenarios pose new questions with regards to privacy and security, in particular authentication of users within the virtual environment. As a first step towards seamless VR authentication, this paper investigates the direct transfer of well-established concepts (PIN, Android unlock patterns) into VR. In a pilot study (N = 5) and a lab study (N = 25), we adapted existing mechanisms and evaluated their usability and security for VR. The results indicate that both PINs and patterns are well suited for authentication in VR. We found that the usability of both methods matched the performance known from the physical world. In addition, the private visual channel makes authentication harder to observe, indicating that authentication in VR using traditional concepts already achieves a good balance in the trade-off between usability and security. The paper contributes to a better understanding of authentication within VR environments, by providing the first investigation of established authentication methods within VR, and presents the base layer for the design of future authentication schemes, which are used in VR environments only

    Using Hover to Compromise the Confidentiality of User Input on Android

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    We show that the new hover (floating touch) technology, available in a number of today's smartphone models, can be abused by any Android application running with a common SYSTEM_ALERT_WINDOW permission to record all touchscreen input into other applications. Leveraging this attack, a malicious application running on the system is therefore able to profile user's behavior, capture sensitive input such as passwords and PINs as well as record all user's social interactions. To evaluate our attack we implemented Hoover, a proof-of-concept malicious application that runs in the system background and records all input to foreground applications. We evaluated Hoover with 40 users, across two different Android devices and two input methods, stylus and finger. In the case of touchscreen input by finger, Hoover estimated the positions of users' clicks within an error of 100 pixels and keyboard input with an accuracy of 79%. Hoover captured users' input by stylus even more accurately, estimating users' clicks within 2 pixels and keyboard input with an accuracy of 98%. We discuss ways of mitigating this attack and show that this cannot be done by simply restricting access to permissions or imposing additional cognitive load on the users since this would significantly constrain the intended use of the hover technology.Comment: 11 page

    Deep Thermal Imaging: Proximate Material Type Recognition in the Wild through Deep Learning of Spatial Surface Temperature Patterns

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    We introduce Deep Thermal Imaging, a new approach for close-range automatic recognition of materials to enhance the understanding of people and ubiquitous technologies of their proximal environment. Our approach uses a low-cost mobile thermal camera integrated into a smartphone to capture thermal textures. A deep neural network classifies these textures into material types. This approach works effectively without the need for ambient light sources or direct contact with materials. Furthermore, the use of a deep learning network removes the need to handcraft the set of features for different materials. We evaluated the performance of the system by training it to recognise 32 material types in both indoor and outdoor environments. Our approach produced recognition accuracies above 98% in 14,860 images of 15 indoor materials and above 89% in 26,584 images of 17 outdoor materials. We conclude by discussing its potentials for real-time use in HCI applications and future directions.Comment: Proceedings of the 2018 CHI Conference on Human Factors in Computing System

    Why Do People Adopt, or Reject, Smartphone Password Managers?

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    People use weak passwords for a variety of reasons, the most prescient of these being memory load and inconvenience. The motivation to choose weak passwords is even more compelling on Smartphones because entering complex passwords is particularly time consuming and arduous on small devices. Many of the memory- and inconvenience-related issues can be ameliorated by using a password manager app. Such an app can generate, remember and automatically supply passwords to websites and other apps on the phone. Given this potential, it is unfortunate that these applications have not enjoyed widespread adoption. We carried out a study to find out why this was so, to investigate factors that impeded or encouraged password manager adoption. We found that a number of factors mediated during all three phases of adoption: searching, deciding and trialling. The study’s findings will help us to market these tools more effectively in order to encourage future adoption of password managers

    Do That, There: An Interaction Technique for Addressing In-Air Gesture Systems

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    When users want to interact with an in-air gesture system, they must first address it. This involves finding where to gesture so that their actions can be sensed, and how to direct their input towards that system so that they do not also affect others or cause unwanted effects. This is an important problem [6] which lacks a practical solution. We present an interaction technique which uses multimodal feedback to help users address in-air gesture systems. The feedback tells them how (“do that”) and where (“there”) to gesture, using light, audio and tactile displays. By doing that there, users can direct their input to the system they wish to interact with, in a place where their gestures can be sensed. We discuss the design of our technique and three experiments investigating its use, finding that users can “do that” well (93.2%–99.9%) while accurately (51mm–80mm) and quickly (3.7s) finding “there”
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