Exploring the Privacy Risks of Adversarial VR Game Design (2207.13176v4)
Abstract: Fifty study participants playtested an innocent-looking "escape room" game in virtual reality (VR). Within just a few minutes, an adversarial program had accurately inferred over 25 of their personal data attributes, from anthropometrics like height and wingspan to demographics like age and gender. As notoriously data-hungry companies become increasingly involved in VR development, this experimental scenario may soon represent a typical VR user experience. Since the Cambridge Analytica scandal of 2018, adversarially designed gamified elements have been known to constitute a significant privacy threat in conventional social platforms. In this work, we present a case study of how metaverse environments can similarly be adversarially constructed to covertly infer dozens of personal data attributes from seemingly anonymous users. While existing VR privacy research largely focuses on passive observation, we argue that because individuals subconsciously reveal personal information via their motion in response to specific stimuli, active attacks pose an outsized risk in VR environments.
- Blur Busters TestUFO Motion Tests. Benchmark for monitors & displays.
- Data Collection Through Gamification.
- HR Magazine - Why Cambridge Analytica’s techniques could kill gamification, April 2018.
- Malicious design in aivr, falsehood and cybersecurity-oriented immersive defenses. In 2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pages 130–137, 2020.
- Vr-spy: A side-channel attack on virtual key-logging in vr headsets. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR), pages 564–572, 2021.
- Who′′{}^{\prime}start_FLOATSUPERSCRIPT ′ end_FLOATSUPERSCRIPTs watching? de-anonymization of netflix reviews using amazon reviews, 2018.
- Kory Becker. primaryobjects/voice-gender, May 2022. original-date: 2016-06-09T14:30:44Z.
- Hal Berghel. Malice domestic: The cambridge analytica dystopia. Computer, 51(05):84–89, 2018.
- Blur Busters. UFO Motion Tests. https://www.testufo.com/. Online; accessed 30 April 2022.
- The ethical and privacy implications of mixed reality. In ACM SIGGRAPH 2019 Panels, SIGGRAPH ’19, New York, NY, USA, 2019. Association for Computing Machinery.
- An empirical study of web cookies. In Proceedings of the 25th International Conference on World Wide Web, WWW ’16, page 891–901, Republic and Canton of Geneva, CHE, 2016. International World Wide Web Conferences Steering Committee.
- Matthew Crain. Profit Over Privacy. Minneapolis: University of Minnesota Press, 2021.
- Recognizing friends by their walk: Gait perception without familiarity cues. Bulletin of the Psychonomic Society, 9(5):353–356, May 1977.
- Security and privacy approaches in mixed reality: A literature survey.
- Safemr: Privacy-aware visual information protection for mobile mixed reality. In 2019 IEEE 44th Conference on Local Computer Networks (LCN), pages 254–257, 2019.
- Ellysse Dick. Balancing user privacy and innovation in augmented and virtual reality.
- Exposed! a survey of attacks on private data. Publisher: Annual Reviews.
- Smart Home Personal Assistants: A Security and Privacy Review. ACM Computing Surveys, 53(6):1–36, November 2021. arXiv:1903.05593 [cs].
- The social metaverse: Battle for privacy. IEEE Technology and Society Magazine, 37(2):52–61, 2018.
- Jamie Feltham. Valve Index Is Now The Second Most Used Headset On Steam, October 2021. Section: VR Hardware.
- Elastic pathing: your speed is enough to track you. In Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing - UbiComp ’14 Adjunct, pages 975–986, Seattle, Washington, 2014. ACM Press.
- Yatharth Garg. Speech-Accent-Recognition, May 2022. original-date: 2018-06-21T07:55:52Z.
- Sok: Data privacy in virtual reality, 2023.
- Alberto Giaretta. Security and privacy in virtual reality – a literature survey, 2022.
- User data privacy: Facebook, cambridge analytica, and privacy protection. Computer, 51(8):56–59, 2018.
- Is the Motion of a Child Perceivably Different from the Motion of an Adult? ACM Transactions on Applied Perception, 13(4):1–17, July 2016.
- Social attention in a virtual public speaking task in higher functioning children with autism. Autism Res., 2013.
- Montreal cognitive assessment (MoCA): Concept and clinical review. In A. J. Larner, editor, Cognitive Screening Instruments, pages 139–195. Springer International Publishing, 2017.
- Orin S Kerr. Criminal law in virtual worlds, 2008.
- Skeletal parameter estimation from optical motion capture data. In IEEE Conf. on Computer Vision and Pattern Recognition (CVPR) 2005, pages 782–788, June 2005.
- Towards Matching User Mobility Traces in Large-Scale Datasets. IEEE Transactions on Big Data, 6(4):714–726, December 2020.
- Recognizing the sex of a walker from a dynamic point-light display. Perception & Psychophysics, 21(6):575–580, November 1977.
- Ronald Leenes. Privacy in the metaverse. In Simone Fischer-Hübner, Penny Duquenoy, Albin Zuccato, and Leonardo Martucci, editors, The Future of Identity in the Information Society, pages 95–112, Boston, MA, 2008. Springer US.
- Understanding user identification in virtual reality through behavioral biometrics and the effect of body normalization. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, CHI ’21, New York, NY, USA, 2021. Association for Computing Machinery.
- Understanding User Identification in Virtual Reality Through Behavioral Biometrics and the Effect of Body Normalization. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, pages 1–11, Yokohama Japan, May 2021. ACM.
- Mine yourself!: A role-playing privacy tutorial in virtual reality environment. In CHI Conference on Human Factors in Computing Systems Extended Abstracts, CHI EA ’22, New York, NY, USA, 2022. Association for Computing Machinery.
- You can do that?!: Feasibility of virtual reality exposure therapy in the treatment of ptsd due to military sexual trauma. Anxiety Disord., 2019.
- Anonymity vs. familiarity: Self-disclosure and privacy in social virtual reality. In 26th ACM Symposium on Virtual Reality Software and Technology, VRST ’20, New York, NY, USA, 2020. Association for Computing Machinery.
- Microsoft. Azure Automated Machine Learning - AutoML.
- Personal identifiability of user tracking data during observation of 360-degree VR video. Scientific Reports, 10(1):17404, October 2020. Number: 1 Publisher: Nature Publishing Group.
- Stylianos Mystakidis. Metaverse.
- Going incognito in the metaverse, 2022.
- Unique identification of 50,000+ virtual reality users from head & hand motion data, 2023.
- Robust De-anonymization of Large Sparse Datasets. In 2008 IEEE Symposium on Security and Privacy (sp 2008), pages 111–125, Oakland, CA, USA, May 2008. IEEE. ISSN: 1081-6011.
- John William Nelson. A virtual property solution: How privacy law can protect the citizens of virtual worlds, 2010.
- Automatic joint parameter estimation from magnetic motion capture data. In Proceedings of Graphics Interface 2000, pages 53–60, May 2000.
- UK’s Information Commissioner’s Office. Audits of data protection compliance by uk political parties. https://ico.org.uk/media/action-weve-taken/2618567/audits-of-data-protection-compliance-by-uk-political-parties-summary-report.pdf. Online; accessed 17 May 2022.
- The convergence of virtual reality and social networks: Threats to privacy and autonomy.
- Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, CHI ’19, pages 1–12, New York, NY, USA, May 2019. Association for Computing Machinery.
- Bridget Poetker. The Very Real History of Virtual Reality (+A Look Ahead).
- Gender recognition from point-light walkers. Journal of Experimental Psychology: Human Perception and Performance, 31:1247–1265, 2005. Place: US Publisher: American Psychological Association.
- Alan Dexter published. Oculus will sell you a Quest 2 headset that doesn’t need Facebook for an extra $500. PC Gamer, April 2021.
- Michael L. Hicks published. Despite Quest 2 sales success, Meta lost $10.2 billion on VR/AR last year, February 2022.
- Protecting sensitive attributes via generative adversarial networks, 12 2018.
- Diagnosing attention disorders in a virtual classroom. Computer, 37(6):87–89, 2004.
- Estimating the success of re-identifications in incomplete datasets using generative models.
- Black Rock. The metaverse: Investing in the future now. https://www.blackrock.com/us/individual/insights/metaverse-investing-in-the-future. Online; accessed 17 May 2022.
- Security and privacy for augmented reality systems. Commun. ACM, 57(4):88–96, apr 2014.
- The cambridge analytica affair and internet-mediated research. EMBO reports, 19(8):e46579, 2018.
- Guidelines for mitigating cybersickness in virtual reality systems. https://www.sto.nato.int/publications/STO%20Technical%20Reports/STO-TR-HFM-MSG-323/$$TR-HFM-MSG-323-ALL.pdf.
- We Are Social. Digital 2022: Another year of bumper growth. https://wearesocial.com/uk/blog/2022/01/digital-2022-another-year-of-bumper-growth-2/. Online; accessed 17 May 2022.
- Morgan Stanley. Metaverse: more evolutionary than revolutionary. https://www.morganstanley.com/ideas/metaverse-investing. Online; accessed 17 May 2022.
- SteamDB. Most played VR Games Steam Charts.
- Labaton Sucharow. Record-breaking $650 million settlement of biometric privacy lawsuit reached by labaton sucharow, edelson, robbins geller and facebook. https://www.labaton.com/cases/550-million-settlement-principle-of-biometric-privacy-lawsuit-labaton-sucharow-facebook. Online; accessed 23 May 2022.
- Latanya Sweeney. Simple demographics often identify people uniquely, 2000.
- Identifying Participants in the Personal Genome Project by Name. SSRN Electronic Journal, 2013.
- Something personal from the metaverse: Goals, topics, and contextual factors of self-disclosure in commercial social vr. In CHI Conference on Human Factors in Computing Systems, CHI ’22, New York, NY, USA, 2022. Association for Computing Machinery.
- Something personal from the metaverse: Goals, topics, and contextual factors of self-disclosure in commercial social vr. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, CHI ’22, New York, NY, USA, 2022. Association for Computing Machinery.
- You Can’t Hide Behind Your Headset: User Profiling in Augmented and Virtual Reality, September 2022. arXiv:2209.10849 [cs].
- VRChat. Network specs and tips. https://docs.vrchat.com/docs/network-details.
- Crime risks of three-dimensional virtual environments, 2010.
- Use of the virtual action planning supermarket for the diagnosis of mild cognitive impairment: a preliminary study. Dement. Geriatr. Cogn. Disord., 2009.
- Homuncular Flexibility in Virtual Reality. Journal of Computer-Mediated Communication, 20(3):241–259, 01 2015.
- Age-related slowing of response selection and production in a visual choice reaction time task. Frontiers in Human Neuroscience, 9, 2015.
- Vivek Nair (31 papers)
- Gonzalo Munilla Garrido (13 papers)
- Dawn Song (229 papers)
- James F. O'Brien (20 papers)