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arXiv · 2402.07687

Privacy-Preserving Gaze Data Streaming in Immersive Interactive Virtual Reality: Robustness and User Experience

Abstract

Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks. The state of our knowledge about currently existing privacy mechanisms is limited to privacy-utility trade-off curves based on data-centric metrics of utility, such as prediction error, and black-box threat models. We propose that for interactive VR applications, it is essential to consider user-centric notions of utility and a variety of threat models. We develop a methodology to evaluate real-time privacy mechanisms for interactive VR applications that incorporate subjective user experience and task performance metrics. We evaluate selected privacy mechanisms using this methodology and find that re-identification accuracy can be decreased to as low as 14% while maintaining a high usability score and reasonable task performance. Finally, we elucidate three threat scenarios (black-box, black-box with exemplars, and white-box) and assess how well the different privacy mechanisms hold up to these adversarial scenarios. This work advances the state of the art in VR privacy by providing a methodology for end-to-end assessment of the risk of re-identification attacks and potential mitigating solutions.

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Ethan Wilson, Azim Ibragimov, Michael J. Proulx, Sai Deep Tetali, Kevin Butler, Eakta Jain. 2024-02-12. Privacy-Preserving Gaze Data Streaming in Immersive Interactive Virtual Reality: Robustness and User Experience. https://arxiv.org/abs/2402.07687

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