1,210 research outputs found
Assentication: User Deauthentication and Lunchtime Attack Mitigation with Seated Posture Biometric
Biometric techniques are often used as an extra security factor in
authenticating human users. Numerous biometrics have been proposed and
evaluated, each with its own set of benefits and pitfalls. Static biometrics
(such as fingerprints) are geared for discrete operation, to identify users,
which typically involves some user burden. Meanwhile, behavioral biometrics
(such as keystroke dynamics) are well suited for continuous, and sometimes more
unobtrusive, operation. One important application domain for biometrics is
deauthentication, a means of quickly detecting absence of a previously
authenticated user and immediately terminating that user's active secure
sessions. Deauthentication is crucial for mitigating so called Lunchtime
Attacks, whereby an insider adversary takes over (before any inactivity timeout
kicks in) authenticated state of a careless user who walks away from her
computer. Motivated primarily by the need for an unobtrusive and continuous
biometric to support effective deauthentication, we introduce PoPa, a new
hybrid biometric based on a human user's seated posture pattern. PoPa captures
a unique combination of physiological and behavioral traits. We describe a low
cost fully functioning prototype that involves an office chair instrumented
with 16 tiny pressure sensors. We also explore (via user experiments) how PoPa
can be used in a typical workplace to provide continuous authentication (and
deauthentication) of users. We experimentally assess viability of PoPa in terms
of uniqueness by collecting and evaluating posture patterns of a cohort of
users. Results show that PoPa exhibits very low false positive, and even lower
false negative, rates. In particular, users can be identified with, on average,
91.0% accuracy. Finally, we compare pros and cons of PoPa with those of several
prominent biometric based deauthentication techniques
Active User Authentication for Smartphones: A Challenge Data Set and Benchmark Results
In this paper, automated user verification techniques for smartphones are
investigated. A unique non-commercial dataset, the University of Maryland
Active Authentication Dataset 02 (UMDAA-02) for multi-modal user authentication
research is introduced. This paper focuses on three sensors - front camera,
touch sensor and location service while providing a general description for
other modalities. Benchmark results for face detection, face verification,
touch-based user identification and location-based next-place prediction are
presented, which indicate that more robust methods fine-tuned to the mobile
platform are needed to achieve satisfactory verification accuracy. The dataset
will be made available to the research community for promoting additional
research.Comment: 8 pages, 12 figures, 6 tables. Best poster award at BTAS 201
Affective games:a multimodal classification system
Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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A Survey of Wearable Biometric Recognition Systems
The growing popularity of wearable devices is leading to new ways to interact with the environment, with other smart devices, and with other people. Wearables equipped with an array of sensors are able to capture the owner’s physiological and behavioural traits, thus are well suited for biometric authentication to control other devices or access digital services. However, wearable biometrics have substantial differences from traditional biometrics for computer systems, such as fingerprints, eye features, or voice. In this article, we discuss these differences and analyse how researchers are approaching the wearable biometrics field. We review and provide a categorization of wearable sensors useful for capturing biometric signals. We analyse the computational cost of the different signal processing techniques, an important practical factor in constrained devices such as wearables. Finally, we review and classify the most recent proposals in the field of wearable biometrics in terms of the structure of the biometric system proposed, their experimental setup, and their results. We also present a critique of experimental issues such as evaluation and feasibility aspects, and offer some final thoughts on research directions that need attention in future work
Biometric Keys for the Encryption of Multimodal Signatures
Electricity, electromagnetism & magnetis
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