SearcharxivSearch

arXiv subjects

Costas Michaelides

Publications and source records attributed to Costas Michaelides.

3 recordsLinked to original sources

Can Machine Learning Break Wi-Fi Privacy? A Study on MAC Address Randomization

Medium Access Control (MAC) address randomization has been widely adopted during the IEEE 802.11 network discovery phase as a countermeasure against passive tracking. This paper exposes vulnerabilities in these privacy protocols by demonstrating that devices remain identifiable using Machine Learning (ML)-based fingerprinting. To study the potential tracking capabilities of a passive attacker, we evaluate different eavesdropping scenarios and configurations. To this end, we extract unencrypted hardware specifications from Probe Frames, which we combine with the Inter-Probe Frame Arrival Time (IFAT) and Simulated Received Signal Strength Indication (SRSSI) signals. A core contribution of this paper is the bitwise decomposition of the High Throughput (HT) capabilities information field, which improves device identification accuracy. We evaluate this de-randomization approach using three unsupervised clustering algorithms (K-Means, DBSCAN, and OPTICS) across a dataset of 22 devices from six manufacturers. Our results show that DBSCAN, when using decomposed HT capabilities information and three SRSSI measurements, achieves a global accuracy up to 89.6%. This suggests that the existing MAC randomization solutions are insufficient and underscores the need for enhancing privacy within Wi-Fi standardization.

cs.NI

Virtual Reality Traffic Prioritization for Wi-Fi Quality of Service Improvement using Machine Learning Classification Techniques

The increase in the demand for eXtended Reality (XR)/Virtual Reality (VR) services in the recent years, poses a great challenge for Wi-Fi networks to maintain the strict latency requirements. In VR over Wi-Fi, latency is a significant issue. In fact, VR users expect instantaneous responses to their interactions, and any noticeable delay can disrupt user experience. Such disruptions can cause motion sickness, and users might end up quitting the service. Differentiating interactive VR traffic from Non-VR traffic within a Wi-Fi network can aim to decrease latency for VR users and improve Wi-Fi Quality of Service (QoS) with giving priority to VR users in the access point (AP) and efficiently handle VR traffic. In this paper, we propose a machine learning-based approach for identifying interactive VR traffic in a Cloud-Edge VR scenario. The correlation between downlink and uplink is crucial in our study. First, we extract features from single-user traffic characteristics and then, we compare six common classification techniques (i.e., Logistic Regression, Support Vector Machines, k-Nearest Neighbors, Decision Trees, Random Forest, and Naive Bayes). For each classifier, a process of hyperparameter tuning and feature selection, namely permutation importance is applied. The model created is evaluated using datasets generated by different VR applications, including both single and multi-user cases. Then, a Wi-Fi network simulator is used to analyze the VR traffic identification and prioritization QoS improvements. Our simulation results show that we successfully reduce VR traffic delays by a factor of 4.2x compared to scenarios without prioritization, while incurring only a 2.3x increase in delay for background (BG) traffic related to Non-VR services.

cs.NI

Experimental Evaluation of Interactive Edge/Cloud Virtual Reality Gaming over Wi-Fi using Unity Render Streaming

Virtual Reality (VR) streaming enables end-users to seamlessly immerse themselves in interactive virtual environments using even low-end devices. However, the quality of the VR experience heavily relies on Wireless Fidelity (Wi-Fi) performance, since it serves as the last hop in the network chain. Our study delves into the intricate interplay between Wi-Fi and VR traffic, drawing upon empirical data and leveraging a Wi-Fi simulator. In this work, we further evaluate Wi-Fi's suitability for VR streaming in terms of the Quality of Service (QoS) it provides. In particular, we employ Unity Render Streaming to remotely stream real-time VR gaming content over Wi-Fi 6 using Web Real-Time Communication (WebRTC), considering a server physically located at the network's edge, near the end user. Our findings demonstrate the system's sustained network performance, showcasing minimal round-trip time (RTT) and jitter at 60 and 90 frames per second (fps). In addition, we uncover the characteristics and patterns of the generated traffic streams, unveiling a distinctive video transmission approach inherent to WebRTC-based services: the systematic packetization of video frames (VFs) and their transmission in discrete batches at regular intervals, regardless of the targeted frame rate. This interval-based transmission strategy maintains consistent video packet delays across video frame rates but leads to increased Wi-Fi airtime consumption. Our results demonstrate that shortening the interval between batches is advantageous, as it enhances Wi-Fi efficiency and reduces delays in delivering complete frames.

cs.NI