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Brendan David-John

Publications and source records attributed to Brendan David-John.

9 recordsLinked to original sources

EvaluatAR: A Cross-Device Evaluation Framework for Rapid Prototyping of Bystander PETs in AR

Augmented Reality (AR) headsets continuously sense their surroundings, capturing nearby bystanders and raising privacy risks. Visual bystander privacy-enhancing technologies (PETs) mitigate this risk by detecting bystanders in egocentric scene views and applying privacy transformations (e.g., obfuscation). However, traditional PET evaluation is human-dependent, high-overhead, and device-specific, making it difficult to reproduce across devices. We present EvaluatAR, a cross-device evaluation framework for rapid prototyping at the early stage of PET evaluation. Our framework enables controlled replication of experimental conditions by standardizing PET inputs (sensor data and visual stimuli) and outputs through a record-replay workflow. We validate EvaluatAR through three case studies on HoloLens 2, Magic Leap 2, and Meta Quest 3 across implicit (continuous, context-driven) and explicit (intent-driven) PETs: (1) cross-device replay of inputs to a PET to reveal device-specific privacy-performance trade-offs; (2) generalizability of the same framework workflow across implicit and explicit PET design categories; and (3) replay of privacy-relevant edge cases to diagnose failures and validate PET modifications, yielding an improvement over the state-of-the-art baseline. These results demonstrate EvaluatAR's support for rapid, iterative PET development to advance reproducible cross-device evaluation of bystander PETs at a critical moment in the emergence of ubiquitous AR.

cs.CR

EyeSpy: Inferring Eye Gaze via Side-Channel Attacks Against Foveated Rendering

While eye tracking provides valuable capabilities for virtual reality, such as gaze interaction and dynamic foveated rendering (DFR), eye-tracking data can inadvertently reveal sensitive user information if not properly protected. Current protections, such as adding permission prompts or gatekeeping gaze data, are insufficient on DFR-enabled systems because gaze data is used internally to drive DFR. When DFR is implemented, objects in the fovea (i.e., immediate gaze area) incur a higher GPU workload than those in the periphery. This gaze-contingent workload creates a novel side channel, which can be leveraged to reconstruct gaze positions. Specifically, we design a novel attack that sweeps imperceptible high-cost objects (HCOs) across the user's field of view and logs rendering performance metrics (e.g., frame rate or frame time) commonly exposed through standard game engines. Then, we correlate variation in these metrics (caused by HCO-foveal overlap) with the known HCOs' positions to infer gaze coordinates directly without using eye-tracking APIs. Our experimental results show that mean gaze prediction errors (1.1-4.4 degrees) across the Meta Quest Pro, Varjo XR-4, and desktop platforms are comparable to typical eye-tracker accuracy. We demonstrate that the attack generalizes across various hardware platforms, standard game engines, and foveated rendering pipelines. Finally, we design defense mechanisms based on supervised and unsupervised detectors that can flag the attack reliably (F1 of 0.99) over short time windows.

cs.HC

Eye-tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy Challenges

The latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of interaction but also the possibility of a deeper understanding of human visual attention and cognitive processes in VR. Despite these possibilities, eye-tracking data also reveals users' privacy-sensitive attributes when combined with the information about the presented stimulus. To address all, this survey first covers major works in eye tracking, VR, and privacy areas between 2012 and 2022. While eye tracking in VR part covers the computational eye tracking pipeline from pupil detection and gaze estimation to offline data analysis, for privacy and security, we focus on eye-based authentication as well as computational methods to preserve the privacy of individuals and their eye-tracking data in VR. Later, we outline three main directions by focusing on privacy. In summary, this survey presents an extensive literature review of the utmost possibilities of eye tracking in VR and their privacy implications.

cs.HC

Rethinking Privacy Indicators in Extended Reality: Multimodal Design for Situationally Impaired Bystanders

As Extended Reality (XR) devices become increasingly prevalent in everyday settings, they raise significant privacy concerns for bystanders: individuals in the vicinity of an XR device during its use, whom the device sensors may accidentally capture. Current privacy indicators, such as small LEDs, often presume that bystanders are attentive enough to interpret the privacy signals. However, these cues can be easily overlooked when bystanders are distracted or have limited vision. We define such individuals as situationally impaired bystanders. This study explores XR privacy indicator designs that are effective for situationally impaired bystanders. A focus group with eight participants was conducted to design five novel privacy indicators. We evaluated these designs through a user study with seven additional participants. Our results show that visual-only indicators, typical in commercial XR devices, received low ratings for perceived usefulness in impairment scenarios. In contrast, multimodal indicators were preferred in privacy-sensitive scenarios with situationally impaired bystanders. Ultimately, our results highlight the need to move toward adaptable, multimodal, and situationally aware designs that effectively support bystander privacy in everyday XR environments.

cs.HC

Just stop doing everything for now!: Understanding security attacks in remote collaborative mixed reality

Mixed Reality (MR) devices are being increasingly adopted across a wide range of real-world applications, ranging from education and healthcare to remote work and entertainment. However, the unique immersive features of MR devices, such as 3D spatial interactions and the encapsulation of virtual objects by invisible elements, introduce new vulnerabilities leading to interaction obstruction and misdirection. We implemented latency, click redirection, object occlusion, and spatial occlusion attacks within a remote collaborative MR platform using the Microsoft HoloLens 2 and evaluated user behavior and mitigations through a user study. We compared responses to MR-specific attacks, which exploit the unique characteristics of remote collaborative immersive environments, and traditional security attacks implemented in MR. Our findings indicate that users generally exhibit lower recognition rates for immersive attacks (e.g., spatial occlusion) compared to attacks inspired by traditional ones (e.g., click redirection). Our results demonstrate a clear gap in user awareness and responses when collaborating remotely in MR environments. Our findings emphasize the importance of training users to recognize potential threats and enhanced security measures to maintain trust in remote collaborative MR systems.

cs.HC

Swap It Like Its Hot: Segmentation-based spoof attacks on eye-tracking images

Video-based eye trackers capture the iris biometric and enable authentication to secure user identity. However, biometric authentication is susceptible to spoofing another user's identity through physical or digital manipulation. The current standard to identify physical spoofing attacks on eye-tracking sensors uses liveness detection. Liveness detection classifies gaze data as real or fake, which is sufficient to detect physical presentation attacks. However, such defenses cannot detect a spoofing attack when real eye image inputs are digitally manipulated to swap the iris pattern of another person. We propose IrisSwap as a novel attack on gaze-based liveness detection. IrisSwap allows attackers to segment and digitally swap in a victim's iris pattern to fool iris authentication. Both offline and online attacks produce gaze data that deceives the current state-of-the-art defense models at rates up to 58% and motivates the need to develop more advanced authentication methods for eye trackers.

cs.CV

GazeIntent: Adapting dwell-time selection in VR interaction with real-time intent modeling

The use of ML models to predict a user's cognitive state from behavioral data has been studied for various applications which includes predicting the intent to perform selections in VR. We developed a novel technique that uses gaze-based intent models to adapt dwell-time thresholds to aid gaze-only selection. A dataset of users performing selection in arithmetic tasks was used to develop intent prediction models (F1 = 0.94). We developed GazeIntent to adapt selection dwell times based on intent model outputs and conducted an end-user study with returning and new users performing additional tasks with varied selection frequencies. Personalized models for returning users effectively accounted for prior experience and were preferred by 63% of users. Our work provides the field with methods to adapt dwell-based selection to users, account for experience over time, and consider tasks that vary by selection frequency

cs.HC

Securing Bystander Privacy in Mixed Reality While Protecting the User Experience

The modern Mixed Reality devices that make the Metaverse viable require vast information about the physical world and can also violate the privacy of unsuspecting or unwilling bystanders in their vicinity. In this article, we provide an introduction to the problem, existing solutions, and avenues for future research.

cs.CY

A privacy-preserving approach to streaming eye-tracking data

Eye-tracking technology is being increasingly integrated into mixed reality devices. Although critical applications are being enabled, there are significant possibilities for violating user privacy expectations. We show that there is an appreciable risk of unique user identification even under natural viewing conditions in virtual reality. This identification would allow an app to connect a user's personal ID with their work ID without needing their consent, for example. To mitigate such risks we propose a framework that incorporates gatekeeping via the design of the application programming interface and via software-implemented privacy mechanisms. Our results indicate that these mechanisms can reduce the rate of identification from as much as 85% to as low as 30%. The impact of introducing these mechanisms is less than 1.5$^\circ$ error in gaze position for gaze prediction. Gaze data streams can thus be made private while still allowing for gaze prediction, for example, during foveated rendering. Our approach is the first to support privacy-by-design in the flow of eye-tracking data within mixed reality use cases.

cs.HC