James F. O'Brien

CR
3papers
137citations
Novelty63%
AI Score43

3 Papers

CRFeb 17, 2023
Unique Identification of 50,000+ Virtual Reality Users from Head & Hand Motion Data

Vivek Nair, Wenbo Guo, Justus Mattern et al.

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.

CVApr 23, 2023
KBody: Towards general, robust, and aligned monocular whole-body estimation

Nikolaos Zioulis, James F. O'Brien

KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints that will be used to solve for the body's parameters. Acknowledging the importance of high quality correspondences, it leverages ``virtual joints" to improve fitting performance, disentangles the optimization between the pose and shape parameters, and integrates asymmetric distance fields to strike a balance in terms of pose and shape capturing capacity, as well as pixel alignment. We also show that generative model inversion offers a strong appearance prior that can be used to complete partial human images and used as a building block for generalized and robust monocular body fitting. Project page: https://zokin.github.io/KBody.

GRFeb 20
Robo-Saber: Generating and Simulating Virtual Reality Players

Nam Hee Kim, Jingjing May Liu, Jaakko Lehtinen et al.

We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in-game object arrangements, guided by style exemplars and aligned to maximize simulated gameplay score. We train on the large BOXRR-23 dataset and apply our framework on the popular VR game Beat Saber. The resulting model Robo-Saber produces skilled gameplay and captures diverse player behaviors, mirroring the skill levels and movement patterns specified by input style exemplars. Robo-Saber demonstrates promise in synthesizing rich gameplay data for predictive applications and enabling a physics-based whole-body VR playtesting agent.