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Ruizhi Cheng

Publications and source records attributed to Ruizhi Cheng.

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NFT Games: an Empirical Look into the Play-to-Earn Model

The past decade has witnessed the burgeoning and continuous development of blockchain and its applications. Besides various cryptocurrencies, an industry that has quickly embraced this trend is gaming. Thanks to the support of blockchain, games have started to incorporate non-fungible tokens (NFTs) that can enable a new gaming model, play-to-earn (P2E), which incentivizes users to participate and play. While recent studies looked at several NFT games qualitatively and individually, an in-depth understanding is still missing, particularly on how the P2E model has transformed traditional games. In this work, we set to conduct a measurement study of NFT games, aiming to gain a comprehensive understanding of the effectiveness of P2E in practice. For this purpose, we collect and analyze relevant NFT transaction data from the underlying blockchain (e.g., Ethereum) of 12 games, supplemented with various data scraped from their websites. Our study shows that (1) a few top wallets control unproportionally high percentage of NFTs, and the majority of wallets own only one or two NFTs and do not actively trade; (2) promotion events do boost the trade amount and the NFT price for some games, but their effect does not sustain; and (3) few players actually earned a profit, and players in 9 out of 12 games who traded NFTs have a negative profit on average. Motivated by these findings, we further investigate effective incentive mechanisms based on game theory to improve the trading profits that players can earn from these NFT games. Both modeling and simulation results confirm the effectiveness of the proposed incentive mechanism.

cs.CE

A First Look at Immersive Telepresence on Apple Vision Pro

Due to the widespread adoption of "work-from-home" policies, videoconferencing applications (e.g., Zoom) have become indispensable for remote communication. However, they often lack immersiveness, leading to the so-called "Zoom fatigue" and degrading communication efficiency. The recent debut of Apple Vision Pro, a mobile headset that supports "spatial persona", aims to offer an immersive telepresence experience. In this paper, we conduct a first-of-its-kind in-depth and empirical study to analyze the performance of immersive telepresence with Apple FaceTime, Cisco Webex, Microsoft Teams, and Zoom on Vision Pro. We find that only FaceTime provides a truly immersive experience with spatial personas, whereas others still operate 2D personas. Our measurement results reveal that (1) FaceTime delivers semantic data to optimize bandwidth consumption, which is even lower than that of 2D persona for other applications, and (2) it employs visibility-aware optimizations to reduce rendering overhead. However, the scalability of FaceTime remains limited, with a simple server-allocation strategy that potentially leads to high network delay for users.

cs.NI

Towards Zero-trust Security for the Metaverse

By focusing on immersive interaction among users, the burgeoning Metaverse can be viewed as a natural extension of existing social media. Similar to traditional online social networks, there are numerous security and privacy issues in the Metaverse (e.g., attacks on user authentication and impersonation). In this paper, we develop a holistic research agenda for zero-trust user authentication in social virtual reality (VR), an early prototype of the Metaverse. Our proposed research includes four concrete steps: investigating biometrics-based authentication that is suitable for continuously authenticating VR users, leveraging federated learning (FL) for protecting user privacy in biometric data, improving the accuracy of continuous VR authentication with multimodal data, and boosting the usability of zero-trust security with adaptive VR authentication. Our preliminary study demonstrates that conventional FL algorithms are not well suited for biometrics-based authentication of VR users, leading to an accuracy of less than 10%. We discuss the root cause of this problem, the associated open challenges, and several future directions for realizing our research vision.

cs.CR

Will Metaverse be NextG Internet? Vision, Hype, and Reality

Metaverse, with the combination of the prefix "meta" (meaning transcending) and the word "universe", has been deemed as the next-generation (NextG) Internet. It aims to create a shared virtual space that connects all virtual worlds via the Internet, where users, represented as digital avatars, can communicate and collaborate as if they are in the physical world. Nevertheless, there is still no unified definition of the Metaverse. This article first presents our vision of what the key requirements of Metaverse should be and reviews what has been heavily advocated by the industry and the positions of various high-tech companies. It then briefly introduces existing social virtual reality (VR) platforms that can be viewed as early prototypes of Metaverse and conducts a reality check by diving into the network operation and performance of two representative platforms, Workrooms from Meta and AltspaceVR from Microsoft. Finally, it concludes by discussing several opportunities and future directions for further innovation.

cs.NI