Ming-Jun Li

CV
h-index9
3papers
24citations
Novelty42%
AI Score25

3 Papers

4.6LGJan 30, 2024Code
Using Motion Forecasting for Behavior-Based Virtual Reality (VR) Authentication

Mingjun Li, Natasha Kholgade Banerjee, Sean Banerjee

Task-based behavioral biometric authentication of users interacting in virtual reality (VR) environments enables seamless continuous authentication by using only the motion trajectories of the person's body as a unique signature. Deep learning-based approaches for behavioral biometrics show high accuracy when using complete or near complete portions of the user trajectory, but show lower performance when using smaller segments from the start of the task. Thus, any systems designed with existing techniques are vulnerable while waiting for future segments of motion trajectories to become available. In this work, we present the first approach that predicts future user behavior using Transformer-based forecasting and using the forecasted trajectory to perform user authentication. Our work leverages the notion that given the current trajectory of a user in a task-based environment we can predict the future trajectory of the user as they are unlikely to dramatically shift their behavior since it would preclude the user from successfully completing their task goal. Using the publicly available 41-subject ball throwing dataset of Miller et al. we show improvement in user authentication when using forecasted data. When compared to no forecasting, our approach reduces the authentication equal error rate (EER) by an average of 23.85% and a maximum reduction of 36.14%.

9.6HCJan 27, 2024
Evaluating Deep Networks for Detecting User Familiarity with VR from Hand Interactions

Mingjun Li, Numan Zafar, Natasha Kholgade Banerjee et al.

As VR devices become more prevalent in the consumer space, VR applications are likely to be increasingly used by users unfamiliar with VR. Detecting the familiarity level of a user with VR as an interaction medium provides the potential of providing on-demand training for acclimatization and prevents the user from being burdened by the VR environment in accomplishing their tasks. In this work, we present preliminary results of using deep classifiers to conduct automatic detection of familiarity with VR by using hand tracking of the user as they interact with a numeric passcode entry panel to unlock a VR door. We use a VR door as we envision it to the first point of entry to collaborative virtual spaces, such as meeting rooms, offices, or clinics. Users who are unfamiliar with VR will have used their hands to open doors with passcode entry panels in the real world. Thus, while the user may not be familiar with VR, they would be familiar with the task of opening the door. Using a pilot dataset consisting of 7 users familiar with VR, and 7 not familiar with VR, we acquire highest accuracy of 88.03\% when 6 test users, 3 familiar and 3 not familiar, are evaluated with classifiers trained using data from the remaining 8 users. Our results indicate potential for using user movement data to detect familiarity for the simple yet important task of secure passcode-based access.

3.6CVFeb 5, 2025
Predicting 3D Motion from 2D Video for Behavior-Based VR Biometrics

Mingjun Li, Natasha Kholgade Banerjee, Sean Banerjee

Critical VR applications in domains such as healthcare, education, and finance that use traditional credentials, such as PIN, password, or multi-factor authentication, stand the chance of being compromised if a malicious person acquires the user credentials or if the user hands over their credentials to an ally. Recently, a number of approaches on user authentication have emerged that use motions of VR head-mounted displays (HMDs) and hand controllers during user interactions in VR to represent the user's behavior as a VR biometric signature. One of the fundamental limitations of behavior-based approaches is that current on-device tracking for HMDs and controllers lacks capability to perform tracking of full-body joint articulation, losing key signature data encapsulated by the user articulation. In this paper, we propose an approach that uses 2D body joints, namely shoulder, elbow, wrist, hip, knee, and ankle, acquired from the right side of the participants using an external 2D camera. Using a Transformer-based deep neural network, our method uses the 2D data of body joints that are not tracked by the VR device to predict past and future 3D tracks of the right controller, providing the benefit of augmenting 3D knowledge in authentication. Our approach provides a minimum equal error rate (EER) of 0.025, and a maximum EER drop of 0.040 over prior work that uses single-unit 3D trajectory as the input.