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Thomas Carr

Publications and source records attributed to Thomas Carr.

4 recordsLinked to original sources

MoSign: Challenge-Response Motion-Watermark Authentication for Anonymous Virtual-Reality Users

Social virtual reality (VR) creates a paradox. A user's body motion is a high-entropy biometric: head and hand trajectories alone re-identify users among tens of thousands with over $94\%$ accuracy, so anonymizing the rendered avatar is a practical necessity. Yet a user often still wants to prove their identity to a chosen party from inside that anonymity. We present MoSign, which recasts digital watermarking as a challenge-response authentication protocol on the motion channel. MoSign embeds a time-varying keyed message into the style latent of a motion variational autoencoder via keystream-whitened Gaussian-Shading: watermarked motion is provably indistinguishable from watermark-free motion, since any detector's advantage reduces to breaking a pseudorandom function, so the mark composes with anonymization. The message is a keyed MAC over an epoch counter, a session nonce, and a deployment context, making MoSign replay-resistant and bounding forgery by the verifier's measured false-accept rate times the adversary's online query budget. A key-holding verifier decides with a sequential test. We identify render$\rightarrow$record$\rightarrow$re-estimate ("recapture") as the realistic VR attack surface: a generic pose estimator strips the necessarily subtle watermark, but a recapture-robust keyed reader recovers it (up to $0.96$ codeword accuracy on a projected-2D channel, $0.81$ through a full render-to-video loop), while without the key recovery stays at chance. On HumanML3D, MoSign authenticates every legitimate user at a false-accept rate of $10^{-4}$ on clean and most channels and stays undetectable (detection AUC $0.51$, chance $0.5$); on the BOXRR-23 VR dataset it carries the mark through a real anonymizer at $0.99$ codeword accuracy and adds no de-anonymization side channel.

cs.CR↗

Adversary-Guided Motion Retargeting for Skeleton Anonymization

Skeleton-based motion visualization is a rising field in computer vision, especially in the case of virtual reality (VR). With further advancements in human-pose estimation and skeleton extracting sensors, more and more applications that utilize skeleton data have come about. These skeletons may appear to be anonymous but they contain embedded personally identifiable information (PII). In this paper we present a new anonymization technique that is based on motion retargeting, utilizing adversary classifiers to further remove PII embedded in the skeleton. Motion retargeting is effective in anonymization as it transfers the movement of the user onto the a dummy skeleton. In doing so, any PII linked to the skeleton will be based on the dummy skeleton instead of the user we are protecting. We propose a Privacy-centric Deep Motion Retargeting model (PMR) which aims to further clear the retargeted skeleton of PII through adversarial learning. In our experiments, PMR achieves motion retargeting utility performance on par with state of the art models while also reducing the performance of privacy attacks.

cs.CV↗

Testing Instrument Validity with Covariates

We develop a novel test of the instrumental variable identifying assumptions for heterogeneous treatment effect models with conditioning covariates. We assume semiparametric dependence between potential outcomes and conditioning covariates. This allows us to obtain testable equality and inequality restrictions among the subdensities of estimable partial residuals. We propose jointly testing these restrictions. To improve power, we introduce distillation, where a trimmed sample is used to test the inequality restrictions. In Monte Carlo exercises we find gains in finite sample power from testing restrictions jointly and distillation. We apply our test procedure to three instruments and reject the null for one.

econ.EM↗

Domain Adaptation for Reinforcement Learning on the Atari

Deep reinforcement learning agents have recently been successful across a variety of discrete and continuous control tasks; however, they can be slow to train and require a large number of interactions with the environment to learn a suitable policy. This is borne out by the fact that a reinforcement learning agent has no prior knowledge of the world, no pre-existing data to depend on and so must devote considerable time to exploration. Transfer learning can alleviate some of the problems by leveraging learning done on some source task to help learning on some target task. Our work presents an algorithm for initialising the hidden feature representation of the target task. We propose a domain adaptation method to transfer state representations and demonstrate transfer across domains, tasks and action spaces. We utilise adversarial domain adaptation ideas combined with an adversarial autoencoder architecture. We align our new policies' representation space with a pre-trained source policy, taking target task data generated from a random policy. We demonstrate that this initialisation step provides significant improvement when learning a new reinforcement learning task, which highlights the wide applicability of adversarial adaptation methods; even as the task and label/action space also changes.

cs.LG↗