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Vivek Nair

Publications and source records attributed to Vivek Nair.

At least 19 recordsLinked to original sources

Wrangling Entropy: Next-Generation Multi-Factor Key Derivation, Credential Hashing, and Credential Generation Functions

The Multi-Factor Key Derivation Function (MFKDF) offered a novel solution to the classic problem of usable client-side key management by incorporating multiple popular authentication factors into a key derivation process, but was later shown to be vulnerable to cryptanalysis that degraded its security over multiple invocations. In this paper, we present the Entropy State Transition Modeling Framework (ESTMF), a novel cryptanalytic technique designed to reveal pernicious leaks of entropy across multiple invocations of a cryptographic key derivation or hash function, and show that it can be used to correctly identify each of the known vulnerabilities in the original MFKDF construction. We then use these findings to propose a new construction for ``MFKDF2,'' a next-generation multi-factor key derivation function that can be proven to be end-to-end secure using the ESTMF. Finally, we discuss how MFKDF2 can be extended to support more authentication factors and usability features than the previous MFKDF construction, and derive several generalizable best-practices for the construction of new KDFs in the future.

cs.CR

Effect of Duration and Delay on the Identifiability of VR Motion

Social virtual reality is an emerging medium of communication. In this medium, a user's avatar (virtual representation) is controlled by the tracked motion of the user's headset and hand controllers. This tracked motion is a rich data stream that can leak characteristics of the user or can be effectively matched to previously-identified data to identify a user. To better understand the boundaries of motion data identifiability, we investigate how varying training data duration and train-test delay affects the accuracy at which a machine learning model can correctly classify user motion in a supervised learning task simulating re-identification. The dataset we use has a unique combination of a large number of participants, long duration per session, large number of sessions, and a long time span over which sessions were conducted. We find that training data duration and train-test delay affect identifiability; that minimal train-test delay leads to very high accuracy; and that train-test delay should be controlled in future experiments.

cs.CR

Effect of Data Degradation on Motion Re-Identification

The use of virtual and augmented reality devices is increasing, but these sensor-rich devices pose risks to privacy. The ability to track a user's motion and infer the identity or characteristics of the user poses a privacy risk that has received significant attention. Existing deep-network-based defenses against this risk, however, require significant amounts of training data and have not yet been shown to generalize beyond specific applications. In this work, we study the effect of signal degradation on identifiability, specifically through added noise, reduced framerate, reduced precision, and reduced dimensionality of the data. Our experiment shows that state-of-the-art identification attacks still achieve near-perfect accuracy for each of these degradations. This negative result demonstrates the difficulty of anonymizing this motion data and gives some justification to the existing data- and compute-intensive deep-network based methods.

cs.CR

High capacity NbS2-based anodes for Li-ion batteries

We have investigated the lithium capacity of the 2H phase of niobium sulphide (NbS2) using density functional theory calculations and experiments. Theoretically, this material is found to allow the intercalation of a double layer of Li in between each NbS2 layer when in equilibrium with metal Li. The resulting specific capacity (340.8 mAh/g for the pristine material, 681.6 mAh/g for oxidized material) can reach more than double the specific capacity of graphite anodes. The presence of various defects leads to an even higher capacity with a partially reversible conversion of the material, indicating that the performance of the anodes is robust with respect to the presence of defects. Experiments in battery prototypes with NbS2-based anodes find a first specific capacity of about 1,130 mAh/g, exceeding the theoretical predictions.

cond-mat.mtrl-sci

Exploring the Privacy Risks of Adversarial VR Game Design

Fifty study participants playtested an innocent-looking "escape room" game in virtual reality (VR). Within just a few minutes, an adversarial program had accurately inferred over 25 of their personal data attributes, from anthropometrics like height and wingspan to demographics like age and gender. As notoriously data-hungry companies become increasingly involved in VR development, this experimental scenario may soon represent a typical VR user experience. Since the Cambridge Analytica scandal of 2018, adversarially designed gamified elements have been known to constitute a significant privacy threat in conventional social platforms. In this work, we present a case study of how metaverse environments can similarly be adversarially constructed to covertly infer dozens of personal data attributes from seemingly anonymous users. While existing VR privacy research largely focuses on passive observation, we argue that because individuals subconsciously reveal personal information via their motion in response to specific stimuli, active attacks pose an outsized risk in VR environments.

cs.CR

Deep Motion Masking for Secure, Usable, and Scalable Real-Time Anonymization of Virtual Reality Motion Data

Virtual reality (VR) and "metaverse" systems have recently seen a resurgence in interest and investment as major technology companies continue to enter the space. However, recent studies have demonstrated that the motion tracking "telemetry" data used by nearly all VR applications is as uniquely identifiable as a fingerprint scan, raising significant privacy concerns surrounding metaverse technologies. Although previous attempts have been made to anonymize VR motion data, we present in this paper a state-of-the-art VR identification model that can convincingly bypass known defensive countermeasures. We then propose a new "deep motion masking" approach that scalably facilitates the real-time anonymization of VR telemetry data. Through a large-scale user study (N=182), we demonstrate that our method is significantly more usable and private than existing VR anonymity systems.

cs.HC

Going Incognito in the Metaverse: Achieving Theoretically Optimal Privacy-Usability Tradeoffs in VR

Virtual reality (VR) telepresence applications and the so-called "metaverse" promise to be the next major medium of human-computer interaction. However, with recent studies demonstrating the ease at which VR users can be profiled and deanonymized, metaverse platforms carry many of the privacy risks of the conventional internet (and more) while at present offering few of the defensive utilities that users are accustomed to having access to. To remedy this, we present the first known method of implementing an "incognito mode" for VR. Our technique leverages local differential privacy to quantifiably obscure sensitive user data attributes, with a focus on intelligently adding noise when and where it is needed most to maximize privacy while minimizing usability impact. Our system is capable of flexibly adapting to the unique needs of each VR application to further optimize this trade-off. We implement our solution as a universal Unity (C#) plugin that we then evaluate using several popular VR applications. Upon faithfully replicating the most well-known VR privacy attack studies, we show a significant degradation of attacker capabilities when using our solution.

cs.CR

Berkeley Open Extended Reality Recordings 2023 (BOXRR-23): 4.7 Million Motion Capture Recordings from 105,852 Extended Reality Device Users

Extended reality (XR) devices such as the Meta Quest and Apple Vision Pro have seen a recent surge in attention, with motion tracking "telemetry" data lying at the core of nearly all XR and metaverse experiences. Researchers are just beginning to understand the implications of this data for security, privacy, usability, and more, but currently lack large-scale human motion datasets to study. The BOXRR-23 dataset contains 4,717,215 motion capture recordings, voluntarily submitted by 105,852 XR device users from over 50 countries. BOXRR-23 is over 200 times larger than the largest existing motion capture research dataset and uses a new, highly efficient purpose-built XR Open Recording (XROR) file format.

cs.HC

MFDPG: Multi-Factor Authenticated Password Management With Zero Stored Secrets

While password managers are a vital tool for internet security, they can also create a massive central point of failure, as evidenced by several major recent data breaches. For over 20 years, deterministic password generators (DPGs) have been proposed, and largely rejected, as a viable alternative to password management tools. In this paper, we survey 45 existing DPGs to asses the main security, privacy, and usability issues hindering their adoption. We then present a new multi-factor deterministic password generator (MFDPG) design that aims to address these shortcomings. The result not only achieves strong, practical password management with zero credential storage, but also effectively serves as a progressive client-side upgrade of weak password-only websites to strong multi-factor authentication.

cs.CR

Multi-Factor Credential Hashing for Asymmetric Brute-Force Attack Resistance

Since the introduction of bcrypt in 1999, adaptive password hashing functions, whereby brute-force resistance increases symmetrically with computational difficulty for legitimate users, have been our most powerful post-breach countermeasure against credential disclosure. Unfortunately, the relatively low tolerance of users to added latency places an upper bound on the deployment of this technique in most applications. In this paper, we present a multi-factor credential hashing function (MFCHF) that incorporates the additional entropy of multi-factor authentication into password hashes to provide asymmetric resistance to brute-force attacks. MFCHF provides full backward compatibility with existing authentication software (e.g., Google Authenticator) and hardware (e.g., YubiKeys), with support for common usability features like factor recovery. The result is a 10^6 to 10^48 times increase in the difficulty of cracking hashed credentials, with little added latency or usability impact.

cs.CR

Decentralizing Custodial Wallets with MFKDF

The average cryptocurrency user today faces a difficult choice between centralized custodial wallets, which are notoriously prone to spontaneous collapse, or cumbersome self-custody solutions, which if not managed properly can cause a total loss of funds. In this paper, we present a "best of both worlds" cryptocurrency wallet design that looks like, and inherits the user experience of, a centralized custodial solution, while in fact being entirely decentralized in design and implementation. In our design, private keys are not stored on any device, but are instead derived directly from a user's authentication factors, such as passwords, soft tokens (e.g., Google Authenticator), hard tokens (e.g., YubiKey), or out-of-band authentication (e.g., SMS). Public parameters (salts, one-time pads, etc.) needed to access the wallet can be safely stored in public view, such as on a public blockchain, thereby providing strong availability guarantees. Users can then simply "log in" to their decentralized wallet on any device using standard credentials and even recover from lost credentials, thereby providing the usability of a custodial wallet with the trust and security of a decentralized approach.

cs.CR

Inferring Private Personal Attributes of Virtual Reality Users from Head and Hand Motion Data

Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to uniquely identify VR users. In this study, we go a step further, showing that a variety of private user information can be inferred just by analyzing motion data recorded from VR devices. We conducted a large-scale survey of VR users (N=1,006) with dozens of questions ranging from background and demographics to behavioral patterns and health information. We then obtained VR motion samples of each user playing the game "Beat Saber," and attempted to infer their survey responses using just their head and hand motion patterns. Using simple machine learning models, over 40 personal attributes could be accurately and consistently inferred from VR motion data alone. Despite this significant observed leakage, there remains limited awareness of the privacy implications of VR motion data, highlighting the pressing need for privacy-preserving mechanisms in multi-user VR applications.

cs.HC

Results of the 2023 Census of Beat Saber Users: Virtual Reality Gaming Population Insights and Factors Affecting Virtual Reality E-Sports Performance

The emergence of affordable standalone virtual reality (VR) devices has allowed VR technology to reach mass-market adoption in recent years, driven primarily by the popularity of VR gaming applications such as Beat Saber. However, despite being the top-grossing VR application to date and the most popular VR e-sport, the population of over 6 million Beat Saber users has not yet been widely studied. In this report, we present a large-scale comprehensive survey of Beat Saber players (N=1,006) that sheds light on several important aspects of this population, including their background, biometrics, demographics, health information, behavioral patterns, and technical device specifications. We further provide insights into the emerging field of VR e-sports by analyzing correlations between responses and an authoritative measure of in-game performance.

cs.HC

Learning to Learn to Predict Performance Regressions in Production at Meta

Catching and attributing code change-induced performance regressions in production is hard; predicting them beforehand, even harder. A primer on automatically learning to predict performance regressions in software, this article gives an account of the experiences we gained when researching and deploying an ML-based regression prediction pipeline at Meta. In this paper, we report on a comparative study with four ML models of increasing complexity, from (1) code-opaque, over (2) Bag of Words, (3) off-the-shelve Transformer-based, to (4) a bespoke Transformer-based model, coined SuperPerforator. Our investigation shows the inherent difficulty of the performance prediction problem, which is characterized by a large imbalance of benign onto regressing changes. Our results also call into question the general applicability of Transformer-based architectures for performance prediction: an off-the-shelve CodeBERT-based approach had surprisingly poor performance; our highly customized SuperPerforator architecture initially achieved prediction performance that was just on par with simpler Bag of Words models, and only outperformed them for down-stream use cases. This ability of SuperPerforator to transfer to an application with few learning examples afforded an opportunity to deploy it in practice at Meta: it can act as a pre-filter to sort out changes that are unlikely to introduce a regression, truncating the space of changes to search a regression in by up to 43%, a 45x improvement over a random baseline. To gain further insight into SuperPerforator, we explored it via a series of experiments computing counterfactual explanations. These highlight which parts of a code change the model deems important, thereby validating the learned black-box model.

cs.SE

SoK: Data Privacy in Virtual Reality

The adoption of virtual reality (VR) technologies has rapidly gained momentum in recent years as companies around the world begin to position the so-called "metaverse" as the next major medium for accessing and interacting with the internet. While consumers have become accustomed to a degree of data harvesting on the web, the real-time nature of data sharing in the metaverse indicates that privacy concerns are likely to be even more prevalent in the new "Web 3.0." Research into VR privacy has demonstrated that a plethora of sensitive personal information is observable by various would-be adversaries from just a few minutes of telemetry data. On the other hand, we have yet to see VR parallels for many privacy-preserving tools aimed at mitigating threats on conventional platforms. This paper aims to systematize knowledge on the landscape of VR privacy threats and countermeasures by proposing a comprehensive taxonomy of data attributes, protections, and adversaries based on the study of 68 collected publications. We complement our qualitative discussion with a statistical analysis of the risk associated with various data sources inherent to VR in consideration of the known attacks and defenses. By focusing on highlighting the clear outstanding opportunities, we hope to motivate and guide further research into this increasingly important field.

cs.HC

Unique Identification of 50,000+ Virtual Reality Users from Head & Hand Motion Data

With the recent explosive growth of interest and investment in virtual reality (VR) and the so-called "metaverse," public attention has rightly shifted toward the unique security and privacy threats that these platforms may pose. While it has long been known that people reveal information about themselves via their motion, the extent to which this makes an individual globally identifiable within virtual reality has not yet been widely understood. In this study, we show that a large number of real VR users (N=55,541) can be uniquely and reliably identified across multiple sessions using just their head and hand motion relative to virtual objects. After training a classification model on 5 minutes of data per person, a user can be uniquely identified amongst the entire pool of 50,000+ with 94.33% accuracy from 100 seconds of motion, and with 73.20% accuracy from just 10 seconds of motion. This work is the first to truly demonstrate the extent to which biomechanics may serve as a unique identifier in VR, on par with widely used biometrics such as facial or fingerprint recognition.

cs.CR

Multi-Factor Key Derivation Function (MFKDF) for Fast, Flexible, Secure, & Practical Key Management

We present the first general construction of a Multi-Factor Key Derivation Function (MFKDF). Our function expands upon password-based key derivation functions (PBKDFs) with support for using other popular authentication factors like TOTP, HOTP, and hardware tokens in the key derivation process. In doing so, it provides an exponential security improvement over PBKDFs with less than 12 ms of additional computational overhead in a typical web browser. We further present a threshold MFKDF construction, allowing for client-side key recovery and reconstitution if a factor is lost. Finally, by "stacking" derived keys, we provide a means of cryptographically enforcing arbitrarily specific key derivation policies. The result is a paradigm shift toward direct cryptographic protection of user data using all available authentication factors, with no noticeable change to the user experience. We demonstrate the ability of our solution to not only significantly improve the security of existing systems implementing PBKDFs, but also to enable new applications where PBKDFs would not be considered a feasible approach.

cs.CR