9,387 research outputs found

    SHE based Non Interactive Privacy Preserving Biometric Authentication Protocols

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    Being unique and immutable for each person, biometric signals are widely used in access control systems. While biometric recognition appeases concerns about password's theft or loss, at the same time it raises concerns about individual privacy. Central servers store several enrolled biometrics, hence security against theft must be provided during biometric transmission and against those who have access to the database. If a server's database is compromised, other systems using the same biometric templates could also be compromised as well. One solution is to encrypt the stored templates. Nonetheless, when using traditional cryptosystem, data must be decrypted before executing the protocol, leaving the database vulnerable. To overcame this problem and protect both the server and the client, biometrics should be processed while encrypted. This is possible by using secure two-party computation protocols, mainly based on Garbled Circuits (GC) and additive Homomorphic Encryption (HE). Both GC and HE based solutions are efficient yet interactive, meaning that the client takes part in the computation. Instead in this paper we propose a non-interactive protocol for privacy preserving biometric authentication based on a Somewhat Homomorphic Encryption (SHE) scheme, modified to handle integer values, and also suggest a blinding method to protect the system from spoofing attacks. Although our solution is not as efficient as the ones based on GC or HE, the protocol needs no interaction, moving the computation entirely on the server side and leaving only inputs encryption and outputs decryption to the client

    Refining personal and social presence in virtual meetings

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    Virtual worlds show promise for conducting meetings and conferences without the need for physical travel. Current experience suggests the major limitation to the more widespread adoption and acceptance of virtual conferences is the failure of existing environments to provide a sense of immersion and engagement, or of ‘being there’. These limitations are largely related to the appearance and control of avatars, and to the absence of means to convey non-verbal cues of facial expression and body language. This paper reports on a study involving the use of a mass-market motion sensor (Kinect™) and the mapping of participant action in the real world to avatar behaviour in the virtual world. This is coupled with full-motion video representation of participant’s faces on their avatars to resolve both identity and facial expression issues. The outcomes of a small-group trial meeting based on this technology show a very positive reaction from participants, and the potential for further exploration of these concepts
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