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Investigating the Third Dimension for Authentication in Immersive Virtual Reality and in the Real World

机译:调查沉浸式虚拟现实和现实世界中认证的第三个维度

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Immersive Virtual Reality (IVR) is a growing 3D environment, where social and commercial applications will require user authentication. Similarly, smart homes in the real world (RW), offer an opportunity to authenticate in the third dimension. For both environments, there is a gap in understanding which elements of the third dimension can be leveraged to improve usability and security of authentication. In particular, investigating transferability of findings between these environments would help towards understanding how rapid prototyping of authentication concepts can be achieved in this context. We identify key elements from prior research that are promising for authentication in the third dimension. Based on these, we propose a concept in which users' authenticate by selecting a series of 3D objects in a room using a pointer. We created a virtual 3D replica of a real world room, which we leverage to evaluate and compare the factors that impact the usability and security of authentication in IVR and RW. In particular, we investigate the influence of randomized user and object positions, in a series of user studies (N=48). We also evaluate shoulder surfing by real world bystanders for IVR (N=75). Our results show that 3D passwords within our concept are resistant against shoulder surfing attacks. Interactions are faster in RW compared to IVR, yet workload is comparable.
机译:沉浸虚拟现实(IVR)是一个不断增长的3D环境,社交和商业应用程序需要用户身份验证。同样,现实世界(RW)中的智能家庭提供了在第三维中进行身份验证的机会。对于这两个环境,有一个差距,了解可以利用第三维的哪些元素来提高认证的可用性和安全性。特别是,调查这些环境之间的调查结果的可转换性将有助于了解在这种情况下可以实现认证概念的快速原型。我们识别来自现有研究的关键元素,这是在第三维中进行身份验证的承诺。基于这些,我们提出了一种用户在使用指针中选择一系列3D对象来认证的概念。我们创建了一个真实世界室的虚拟3D副本,我们利用了评估并比较影响IVR和RW中身份验证的可用性和安全性的因素。特别是,我们调查随机化用户和对象位置的影响,在一系列用户研究中(n = 48)。我们还通过真实世界旁观者进行IVR(n = 75)评估肩部冲浪。我们的结果表明,我们概念中的3D密码抵御肩部冲浪攻击。与IVR相比,互动在RW中更快,工作量是可比的。

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