54 research outputs found

    SSSL: Shoulder Surfing Safe Login

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    Classical PIN-entry methods are vulnerable to a broad class of observation attacks (shoulder surfing, key-logging). A number of alternative PIN-entry methods that are based on human cognitive skills have been proposed. These methods can be classified into two classes regarding information available to a passive adversary: (i) the adversary fully observes the entire input and output of a PIN-entry procedure, and (ii) the adversary can only partially observe the input and/or output. In this paper we propose a novel PIN-entry scheme- Shoulder Surfing Safe Login (SSSL). SSSL is a challenge response protocol that allows a user to login securely in the presence of the adversary who can observe (via key-loggers, cameras) user input. This is accomplished by restricting the access to SSSL challenge values. Compared to existing solutions, SSSL is both user-friendly (not mentally demanding) and cost efficient. Our usability study reveals that the average login time with SSSL is around 8 sec in a 5-digit PIN scenario. We also show the importance of considering side-channel timing attacks in the context of authentication schemes based on human cognitive skills

    Combating shoulder-surfing: a hidden button gesture based scheme

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    This project describes an authentication technique that is shoulder-surfing resistant. Shoulder surfing is an attack in which an attacker can get access to private information by observing the user’s interaction with a terminal, or by using recording tools to record the user interaction and study the obtained data, with the objective of obtaining unauthorized access to a target user’s personal information. The technique described here relies on gestural analysis coupled with a secondary channel of authentication that uses button pressing. The thesis presents and evaluates multiple alternative algorithms for gesture analysis, and furthermore assesses the effectiveness of the technique.Universidade da Madeir

    A fractal-based authentication technique using sierpinski triangles in smart devices

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    © 2019 by the authors. Licensee MDPI, Basel, Switzerland. The prevalence of smart devices in our day-to-day activities increases the potential threat to our secret information. To counter these threats like unauthorized access and misuse of phones, only authorized users should be able to access the device. Authentication mechanism provide a secure way to safeguard the physical resources as well the information that is processed. Text-based passwords are the most common technique used for the authentication of devices, however, they are vulnerable to a certain type of attacks such as brute force, smudge and shoulder surfing attacks. Graphical Passwords (GPs) were introduced as an alternative for the conventional text-based authentication to overcome the potential threats. GPs use pictures and have been implemented in smart devices and workstations. Psychological studies reveal that humans can recognize images much easier and quicker than numeric and alphanumeric passwords, which become the basis for creating GPs. In this paper a novel Fractal-Based Authentication Technique (FBAT) has been proposed by implementing a Sierpinski triangle. In the FBAT scheme, the probability of password guessing is low making system resilient against abovementioned threats. Increasing fractal level makes the system stronger and provides security against attacks like shoulder surfing

    Secure and Usable User Authentication

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    Authentication is a ubiquitous task in users\u27 daily lives. The dominant form of user authentication are text passwords. They protect private accounts like online banking, gaming, and email, but also assets in organisations. Yet, many issues are associated with text passwords, leading to challenges faced by both, users and organisations. This thesis contributes to the body of research enabling secure and usable user authentication, benefiting both, users and organisations. To that end, it addresses three distinct challenges. The first challenge addressed in this thesis is the creation of correct, complete, understandable, and effective password security awareness materials. To this end, a systematic process for the creation of awareness materials was developed and applied to create a password security awareness material. This process comprises four steps. First, relevant content for an initial version is aggregated (i.e. descriptions of attacks on passwords and user accounts, descriptions of defences to these attacks, and common misconceptions about password and user account security). Then, feedback from information security experts is gathered to ensure the correctness and completeness of the awareness material. Thereafter, feedback from lay-users is gathered to ensure the understandability of the awareness material. Finally, a formal evaluation of the awareness material is conducted to ensure its effectiveness (i.e. whether the material improves participant\u27s ability to assess the security of passwords as well as password-related behaviour and decreases the prevalence of common misconceptions about password and user account security). The results of the evaluation show the effectiveness of the awareness material: it significantly improved the participants\u27 ability to assess the security of password-related behaviour as well as passwords and significantly decreased the prevalence of misconceptions about password and user account security. The second challenge addressed in this thesis is shoulder-surfing resistant text password entry with gamepads (as an example of very constrained input devices) in shared spaces. To this end, the very first investigation of text password entry with gamepads is conducted. First, the requirements of authentication in the gamepad context are described. Then, these requirements are applied to assess schemes already deployed in the gamepad context and shoulder-surfing resistant authentication schemes from the literature proposed for non-gamepad contexts. The results of this assessment show that none of the currently deployed and only four of the proposals in the literature fulfil all requirements. Furthermore, the results of the assessment also indicate a need for an empirical evaluation in order to exactly gauge the shoulder-surfing threat in the gamepad context and compare alternatives to the incumbent on-screen keyboard. Based on these results, two user studies (one online study and one lab study) are conducted to investigate the shoulder-surfing resistance and usability of three authentication schemes in the gamepad context: the on-screen keyboard (as de-facto standard in this context), the grid-based scheme (an existing proposal from the literature identified as the most viable candidate adaptable to the gamepad context during the assessment), and Colorwheels (a novel shoulder-surfing resistant authentication scheme specifically designed for the gamepad context). The results of these two user studies show that on-screen keyboards are highly susceptible to opportunistic shoulder-surfing, but also show the most favourable usability properties among the three schemes. Colorwheels offers the most robust shoulder-surfing resistance and scores highest with respect to participants\u27 intention to use it in the future, while showing more favourable usability results than the grid-based scheme. The third challenge addressed in this thesis is secure and efficient storage of passwords in portfolio authentication schemes. Portfolio authentication is used to counter capture attacks such as shoulder-surfing or eavesdropping on network traffic. While usability studies of portfolio authentication schemes showed promising results, a verification scheme which allows secure and efficient storage of the portfolio authentication secret had been missing until now. To remedy this problem, the (t,n)-threshold verification scheme is proposed. It is based on secret sharing and key derivation functions. The security as well as the efficiency properties of two variants of the scheme (one based on Blakley secret sharing and one based on Shamir secret sharing) are evaluated against each other and against a naive approach. These evaluations show that the two (t,n)-threshold verification scheme variants always exhibit more favourable properties than the naive approach and that when deciding between the two variants, the exact application scenario must be considered. Three use cases illustrate as exemplary application scenarios the versatility of the proposed (t,n)-threshold verification scheme. By addressing the aforementioned three distinct challenges, this thesis demonstrates the breadth of the field of usable and secure user authentication ranging from awareness materials, to the assessment and evaluation of authentication schemes, to applying cryptography to craft secure password storage solutions. The research processes, results, and insights described in this thesis represent important and meaningful contributions to the state of the art in the research on usable and secure user authentication, offering benefits for users, organisations, and researchers alike

    Virtual reality interfaces for seamless interaction with the physical reality

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    In recent years head-mounted displays (HMDs) for virtual reality (VR) have made the transition from research to consumer product, and are increasingly used for productive purposes such as 3D modeling in the automotive industry and teleconferencing. VR allows users to create and experience real-world like models of products; and enables users to have an immersive social interaction with distant colleagues. These solutions are a promising alternative to physical prototypes and meetings, as they require less investment in time and material. VR uses our visual dominance to deliver these experiences, making users believe that they are in another reality. However, while their mind is present in VR their body is in the physical reality. From the user’s perspective, this brings considerable uncertainty to the interaction. Currently, they are forced to take off their HMD in order to, for example, see who is observing them and to understand whether their physical integrity is at risk. This disrupts their interaction in VR, leading to a loss of presence – a main quality measure for the success of VR experiences. In this thesis, I address this uncertainty by developing interfaces that enable users to stay in VR while supporting their awareness of the physical reality. They maintain this awareness without having to take off the headset – which I refer to as seamless interaction with the physical reality. The overarching research vision that guides this thesis is, therefore, to reduce this disconnect between the virtual and physical reality. My research is motivated by a preliminary exploration of user uncertainty towards using VR in co-located, public places. This exploration revealed three main foci: (a) security and privacy, (b) communication with physical collaborators, and (c) managing presence in both the physical and virtual reality. Each theme represents a section in my dissertation, in which I identify central challenges and give directions towards overcoming them as have emerged from the work presented here. First, I investigate security and privacy in co-located situations by revealing to what extent bystanders are able to observe general tasks. In this context, I explicitly investigate the security considerations of authentication mechanisms. I review how existing authentication mechanisms can be transferred to VR and present novel approaches that are more usable and secure than existing solutions from prior work. Second, to support communication between VR users and physical collaborators, I add to the field design implications for VR interactions that enable observers to choose opportune moments to interrupt HMD users. Moreover, I contribute methods for displaying interruptions in VR and discuss their effect on presence and performance. I also found that different virtual presentations of co-located collaborators have an effect on social presence, performance and trust. Third, I close my thesis by investigating methods to manage presence in both the physical and virtual realities. I propose systems and interfaces for transitioning between them that empower users to decide how much they want to be aware of the other reality. Finally, I discuss the opportunity to systematically allocate senses to these two realities: the visual one for VR and the auditory and haptic one for the physical reality. Moreover, I provide specific design guidelines on how to use these findings to alert VR users about physical borders and obstacles.In den letzten Jahren haben Head-Mounted-Displays (HMDs) für virtuelle Realität (VR) den Übergang von der Forschung zum Konsumprodukt vollzogen und werden zunehmend für produktive Zwecke, wie 3D-Modellierung in der Automobilindustrie oder Telekonferenzen, eingesetzt. VR ermöglicht es den Benutzern, schnell und kostengünstig, Prototypen zu erstellen und erlaubt eine immersive soziale Interaktion mit entfernten Kollegen. VR nutzt unsere visuelle Dominanz, um diese Erfahrungen zu vermitteln und gibt Benutzern das Gefühl sich in einer anderen Realität zu befinden. Während der Nutzer jedoch in der virtuellen Realität mental präsent ist, befindet sich der Körper weiterhin in der physischen Realität. Aus der Perspektive des Benutzers bringt dies erhebliche Unsicherheit in die Nutzung von HMDs. Aktuell sind Nutzer gezwungen, ihr HMD abzunehmen, um zu sehen, wer sie beobachtet und zu verstehen, ob ihr körperliches Wohlbefinden gefährdet ist. Dadurch wird ihre Interaktion in der VR gestört, was zu einem Verlust der Präsenz führt - ein Hauptqualitätsmaß für den Erfolg von VR-Erfahrungen. In dieser Arbeit befasse ich mich mit dieser Unsicherheit, indem ich Schnittstellen entwickle, die es den Nutzern ermöglichen, in VR zu bleiben und gleichzeitig unterstützen sie die Wahrnehmung für die physische Realität. Sie behalten diese Wahrnehmung für die physische Realität bei, ohne das Headset abnehmen zu müssen - was ich als nahtlose Interaktion mit der physischen Realität bezeichne. Daher ist eine übergeordenete Vision von meiner Forschung diese Trennung von virtueller und physicher Realität zu reduzieren. Meine Forschung basiert auf einer einleitenden Untersuchung, die sich mit der Unsicherheit der Nutzer gegenüber der Verwendung von VR an öffentlichen, geteilten Orten befasst. Im Kontext meiner Arbeit werden Räume oder Flächen, die mit anderen ortsgleichen Menschen geteilt werden, als geteilte Orte bezeichnet. Diese Untersuchung ergab drei Hauptschwerpunkte: (1) Sicherheit und Privatsphäre, (2) Kommunikation mit physischen Kollaborateuren, und (3) Umgang mit der Präsenz, sowohl in der physischen als auch in der virtuellen Realität. Jedes Thema stellt einen Fokus in meiner Dissertation dar, in dem ich zentrale Herausforderungen identifiziere und Lösungsansätze vorstelle. Erstens, untersuche ich Sicherheit und Privatsphäre an öffentlichen, geteilten Orten, indem ich aufdecke, inwieweit Umstehende in der Lage sind, allgemeine Aufgaben zu beobachten. In diesem Zusammenhang untersuche ich explizit die Gestaltung von Authentifizierungsmechanismen. Ich untersuche, wie bestehende Authentifizierungsmechanismen auf VR übertragen werden können, und stelle neue Ansätze vor, die nutzbar und sicher sind. Zweitens, um die Kommunikation zwischen HMD-Nutzern und Umstehenden zu unterstützen, erweitere ich das Forschungsfeld um VR-Interaktionen, die es Beobachtern ermöglichen, günstige Momente für die Unterbrechung von HMD-Nutzern zu wählen. Darüber hinaus steuere ich Methoden zur Darstellung von Unterbrechungen in VR bei und diskutiere ihre Auswirkungen auf Präsenz und Leistung von Nutzern. Meine Arbeit brachte auch hervor, dass verschiedene virtuelle Präsentationen von ortsgleichen Kollaborateuren einen Effekt auf die soziale Präsenz, Leistung und Vertrauen haben. Drittens, schließe ich meine Dissertation mit der Untersuchung von Methoden zur Verwaltung der Präsenz, sowohl in der physischen als auch in der virtuellen Realität ab. Ich schlage Systeme und Schnittstellen für den Übergang zwischen den Realitäten vor, die die Benutzer in die Lage versetzen zu entscheiden, inwieweit sie sich der anderen Realität bewusst sein wollen. Schließlich diskutiere ich die Möglichkeit, diesen beiden Realitäten systematisch Sinne zuzuordnen: die visuelle für VR und die auditive und haptische für die physische Realität. Darüber hinaus stelle ich spezifische Design-Richtlinien zur Verfügung, wie diese Erkenntnisse genutzt werden können, um VR-Anwender auf physische Grenzen und Hindernisse aufmerksam zu machen

    Exploring the memorability of multiple recognition-based graphical passwords and their resistance to guessability attacks

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    Most users find it difficult to remember traditional text-based passwords. In order to cope with multiple passwords, users tend to adopt unsafe mechanisms like writing down the passwords or sharing them with others. Recognition-based graphical authentication systems (RBGSs) have been proposed as one potential solution to minimize the above problems. But, most prior works in the field of RBGSs make the unrealistic assumption of studying a single password. It is also an untested assumption that RBGS passwords are resistant to being written down or verbally communicated. The main aim of the research reported in this thesis is to examine the memorability of multiple image passwords and their guessability using written descriptions (provided by the respective account holders). In this context, the thesis presents four user studies. The first user study (US1) examined the usability of multiple RBGS passwords with four different image types: Mikon, doodle, art and everyday objects (e.g. images of food, buildings, sports etc.). The results obtained in US1 demonstrated that subjects found it difficult to remember four RBGS passwords (of the same image type) and the memorability of the passwords deteriorated over time. The results of another usability study (US2) conducted using the same four image types (as in US1) demonstrated that the memorability of the multiple RBGS passwords created by employing a mnemonic strategy do not improve even when compared to the existing multiple password studies and US1. In the context of the guessability, a user study (GS1) examined the guessability of RBGS passwords (created in US1), using the textual descriptions given by the respective account holders. Another study (GS2) examined the guessability of RBGS passwords (created in US2), using descriptions given by the respective account holders. The results obtained from both the studies showed that RBGS passwords can be guessed using the password descriptions in the experimental set-up used. Additionally, this thesis presents a novel Passhint authentication system (PHAS).The results of a usability study (US3) demonstrated that the memorability of multiple PHAS passwords is better than in existing Graphical authentication systems (GASs). Although the registration time is high, authentication time for the successful attempts is either equivalent to or less than the time reported for previous GASs. The guessability study (GS3) showed that the art passwords are the least guessable, followed by Mikon, doodle and objects in that order. This thesis offers these initial studies as a proof of principle to conduct large scale field studies in the future with PHAS. Based on the review of the existing literature, this thesis identifies the need for a general set of principles to design usability experiments that would allow systematic evaluation and comparison of different authentication systems. From the empirical studies (US1, US2 and US3) reported in this thesis, we found that multiple RBGS passwords are difficult to remember, and the memorability of such passwords can be increased using the novel PHAS. We also recommend using the art images as the passwords in PHAS, because they are found to be the least guessable using the written descriptions in the empirical studies (GS1, GS2 and GS3) reported in this thesis

    Evaluating the Efficacy of Implicit Authentication Under Realistic Operating Scenarios

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    Smartphones contain a wealth of personal and corporate data. Several surveys have reported that about half of the smartphone owners do not configure primary authentication mechanisms (such as PINs, passwords, and fingerprint- or facial-recognition systems) on their devices to protect data due to usability concerns. In addition, primary authentication mechanisms have been subject to operating system flaws, smudge attacks, and shoulder surfing attacks. These limitations have prompted researchers to develop implicit authentication (IA), which authenticates a user by using distinctive, measurable patterns of device use that are gathered from the device users without requiring deliberate actions. Researchers have claimed that IA has desirable security and usability properties and it seems a promising candidate to mitigate the security and usability issues of primary authentication mechanisms. Our observation is that the existing evaluations of IA have a preoccupation with accuracy numbers and they have neglected the deployment, usability and security issues that are critical for its adoption. Furthermore, the existing evaluations have followed an ad-hoc approach based on synthetic datasets and weak adversarial models. To confirm our observations, we first identify a comprehensive set of evaluation criteria for IA schemes. We gather real-world datasets and evaluate diverse and prominent IA schemes to question the efficacy of existing IA schemes and to gain insight into the pitfalls of the contemporary evaluation approach to IA. Our evaluation confirms that under realistic operating conditions, several prominent IA schemes perform poorly across key evaluation metrics and thereby fail to provide adequate security. We then examine the usability and security properties of IA by carefully evaluating promising IA schemes. Our usability evaluation shows that the users like the convenience offered by IA. However, it uncovers issues due to IA's transparent operation and false rejects, which are both inherent to IA. It also suggests that detection delay and false accepts are concerns to several users. In terms of security, our evaluation based on a realistic, stronger adversarial model shows the susceptibility of highly accurate, touch input-based IA schemes to shoulder surfing attacks and attacks that train an attacker by leveraging raw touch data of victims. These findings exemplify the significance of realistic adversarial models. These critical security and usability challenges remained unidentified by the previous research efforts due to the passive involvement of human subjects (only as behavioural data sources). This emphasizes the need for rapid prototyping and deployment of IA for an active involvement of human subjects in IA research. To this end, we design, implement, evaluate and release in open source a framework, which reduces the re-engineering effort in IA research and enables deployment of IA on off-the-shelf Android devices. The existing authentication schemes available on contemporary smartphones fail to provide both usability and security. Authenticating users based on their behaviour, as suggested by the literature on IA, is a promising idea. However, this thesis concludes that several results reported in the existing IA literature are misleading due to the unrealistic evaluation conditions and several critical challenges in the IA domain need yet to be resolved. This thesis identifies these challenges and provides necessary tools and design guidelines to establish the future viability of IA
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