Medusa3D: The Watchful Eye Freezing Illegitimate Users in Virtual Reality Interactions

AOCHEN JIAO, DI DUAN, WEITAO XU*

*Corresponding author for this work

Research output: Journal Publications and ReviewsRGC 21 - Publication in refereed journalpeer-review

1 Citation (Scopus)

Abstract

The remarkable growth of Virtual Reality (VR) in recent years has extended its applications beyond entertainment to sectors including education, e-commerce, and remote communication. Since VR devices contain user's private information, user authentication becomes increasingly important. Current authentication systems in VR, such as password-based or static biometric-based methods, are either cumbersome to use or vulnerable to attacks such as shoulder surfing. To address these limitations, we propose Medusa3D, a challenge-response authentication system for VR based on reflexive eye responses. Unlike existing methods, reflexive eye responses are involuntary and effortless, offering a secure and user-friendly credential for authentication. We implement Medusa3D on an off-the-shelf VR and conduct evaluations with 25 participants. The evaluation results show that Medusa3D achieves 0.21% FAR and 0.13% FRR, demonstrating high security under various ocular conditions and resilience against attacks such as zero-effort attack, replay attack, and mimicry attack. A user study indicates that Medusa3D is user-friendly and well-adopted among participants. © 2024 Copyright held by the owner/author(s).
Original languageEnglish
Article number270
Number of pages21
JournalProceedings of the ACM on Human-Computer Interaction
Volume8
Issue numberMHCI
Online published24 Sept 2024
DOIs
Publication statusPublished - Sept 2024

Bibliographical note

Full text of this publication does not contain sufficient affiliation information. Related Research Unit(s) information for this record is supplemented by the author(s) concerned

Funding

The work described in this paper was substantially sponsored by the project 62101471 supported by NSFC and was partially supported by the Shenzhen Research Institute, City University of Hong Kong. The work described in this paper was partially supported by the Natural Science Foundation of Guangdong Province (Project No. 2024A1515010192), the Research Grants Council of the Hong Kong Special Administrative Region, China (Project No. CityU 21201420 and CityU 11201422), the Innovation and Technology Commission of Hong Kong (Project No. PRP/037/23FX and MHP/072/23), and NSF of Shandong Province (Project No. ZR2021LZH010). We extend our gratitude to Dr. Yongliang Chen for assistance with the user study and to Dr. Jingbo Hu for valuable advice on optometry. We also thank all the participants for their involvement in the study, as well as the reviewers for their constructive comments.

Research Keywords

  • VR
  • user authentication
  • gaze

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