Movement- and Traffic-based User Identification in Commercial Virtual Reality Applications: Threats and Opportunities

With the unprecedented diffusion of virtual reality, the number of application scenarios is continuously growing. As commercial and gaming applications become pervasive, the need for the secure and convenient identification of users, often overlooked by the research in immersive media, is becoming more and more pressing. Networked scenarios such as Cloud gaming or cooperative virtual training and teleoperation require both a user-friendly and streamlined experience and user privacy and security. In this work, we investigate the possibility of identifying users from their movement patterns and data traffic traces while playing four commercial games, using a publicly available dataset. If, on the one hand, this paves the way for easy identification and automatic customization of the virtual reality content, it also represents a serious threat to users’ privacy due to network analysis-based fingerprinting. Based on this, we analyze the threats and opportunities for virtual reality users’ security and privacy.

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Publication Details

Published
2025-03-08
DOI
https://doi.org/10.1109/vr59515.2025.00032
Citations
1
Primary Topic
User Authentication and Security Systems
Type
article
Field-Weighted Citation Impact
3.25
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article

Movement- and Traffic-based User Identification in Commercial Virtual Reality Applications: Threats and Opportunities

Michele Zorzi, Federico Chiariotti, Federica Battisti, Sara Baldoni et al.
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article

Movement- and Traffic-based User Identification in Commercial Virtual Reality Applications: Threats and Opportunities

Michele Zorzi, Federico Chiariotti, Federica Battisti, Sara Baldoni, Salim Benhamadi
article en
1 citations

Abstract

With the unprecedented diffusion of virtual reality, the number of application scenarios is continuously growing. As commercial and gaming applications become pervasive, the need for the secure and convenient identification of users, often overlooked by the research in immersive media, is becoming more and more pressing. Networked scenarios such as Cloud gaming or cooperative virtual training and teleoperation require both a user-friendly and streamlined experience and user privacy and security. In this work, we investigate the possibility of identifying users from their movement patterns and data traffic traces while playing four commercial games, using a publicly available dataset. If, on the one hand, this paves the way for easy identification and automatic customization of the virtual reality content, it also represents a serious threat to users’ privacy due to network analysis-based fingerprinting. Based on this, we analyze the threats and opportunities for virtual reality users’ security and privacy.

University of Padua (IT)
Openalex Percentile: Top 10%
User Authentication and Security Systems
3.25
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