CRMay 27
EvaluatAR: A Cross-Device Evaluation Framework for Rapid Prototyping of Bystander PETs in ARSyed Ibrahim Mustafa Shah Bukhari, Matthew Corbett, Bo Ji et al.
Augmented Reality (AR) headsets continuously sense their surroundings, capturing nearby bystanders and raising privacy risks. Visual bystander privacy-enhancing technologies (PETs) mitigate this risk by detecting bystanders in egocentric scene views and applying privacy transformations (e.g., obfuscation). However, traditional PET evaluation is human-dependent, high-overhead, and device-specific, making it difficult to reproduce across devices. We present EvaluatAR, a cross-device evaluation framework for rapid prototyping at the early stage of PET evaluation. Our framework enables controlled replication of experimental conditions by standardizing PET inputs (sensor data and visual stimuli) and outputs through a record-replay workflow. We validate EvaluatAR through three case studies on HoloLens 2, Magic Leap 2, and Meta Quest 3 across implicit (continuous, context-driven) and explicit (intent-driven) PETs: (1) cross-device replay of inputs to a PET to reveal device-specific privacy-performance trade-offs; (2) generalizability of the same framework workflow across implicit and explicit PET design categories; and (3) replay of privacy-relevant edge cases to diagnose failures and validate PET modifications, yielding an improvement over the state-of-the-art baseline. These results demonstrate EvaluatAR's support for rapid, iterative PET development to advance reproducible cross-device evaluation of bystander PETs at a critical moment in the emergence of ubiquitous AR.
HCMay 27
EyeSpy: Inferring Eye Gaze via Side-Channel Attacks Against Foveated RenderingPaul Maynard, Harris Amjad, Camila Molinares et al.
While eye tracking provides valuable capabilities for virtual reality, such as gaze interaction and dynamic foveated rendering (DFR), eye-tracking data can inadvertently reveal sensitive user information if not properly protected. Current protections, such as adding permission prompts or gatekeeping gaze data, are insufficient on DFR-enabled systems because gaze data is used internally to drive DFR. When DFR is implemented, objects in the fovea (i.e., immediate gaze area) incur a higher GPU workload than those in the periphery. This gaze-contingent workload creates a novel side channel, which can be leveraged to reconstruct gaze positions. Specifically, we design a novel attack that sweeps imperceptible high-cost objects (HCOs) across the user's field of view and logs rendering performance metrics (e.g., frame rate or frame time) commonly exposed through standard game engines. Then, we correlate variation in these metrics (caused by HCO-foveal overlap) with the known HCOs' positions to infer gaze coordinates directly without using eye-tracking APIs. Our experimental results show that mean gaze prediction errors (1.1-4.4 degrees) across the Meta Quest Pro, Varjo XR-4, and desktop platforms are comparable to typical eye-tracker accuracy. We demonstrate that the attack generalizes across various hardware platforms, standard game engines, and foveated rendering pipelines. Finally, we design defense mechanisms based on supervised and unsupervised detectors that can flag the attack reliably (F1 of 0.99) over short time windows.
CVApr 22, 2024
Swap It Like Its Hot: Segmentation-based spoof attacks on eye-tracking imagesAnish S. Narkar, Brendan David-John
Video-based eye trackers capture the iris biometric and enable authentication to secure user identity. However, biometric authentication is susceptible to spoofing another user's identity through physical or digital manipulation. The current standard to identify physical spoofing attacks on eye-tracking sensors uses liveness detection. Liveness detection classifies gaze data as real or fake, which is sufficient to detect physical presentation attacks. However, such defenses cannot detect a spoofing attack when real eye image inputs are digitally manipulated to swap the iris pattern of another person. We propose IrisSwap as a novel attack on gaze-based liveness detection. IrisSwap allows attackers to segment and digitally swap in a victim's iris pattern to fool iris authentication. Both offline and online attacks produce gaze data that deceives the current state-of-the-art defense models at rates up to 58% and motivates the need to develop more advanced authentication methods for eye trackers.
HCMay 23, 2023
Eye-tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy ChallengesEfe Bozkir, Süleyman Özdel, Mengdi Wang et al.
The latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of interaction but also the possibility of a deeper understanding of human visual attention and cognitive processes in VR. Despite these possibilities, eye-tracking data also reveals users' privacy-sensitive attributes when combined with the information about the presented stimulus. To address all, this survey first covers major works in eye tracking, VR, and privacy areas between 2012 and 2022. While eye tracking in VR part covers the computational eye tracking pipeline from pupil detection and gaze estimation to offline data analysis, for privacy and security, we focus on eye-based authentication as well as computational methods to preserve the privacy of individuals and their eye-tracking data in VR. Later, we outline three main directions by focusing on privacy. In summary, this survey presents an extensive literature review of the utmost possibilities of eye tracking in VR and their privacy implications.
HCFeb 2, 2021
A privacy-preserving approach to streaming eye-tracking dataBrendan David-John, Diane Hosfelt, Kevin Butler et al.
Eye-tracking technology is being increasingly integrated into mixed reality devices. Although critical applications are being enabled, there are significant possibilities for violating user privacy expectations. We show that there is an appreciable risk of unique user identification even under natural viewing conditions in virtual reality. This identification would allow an app to connect a user's personal ID with their work ID without needing their consent, for example. To mitigate such risks we propose a framework that incorporates gatekeeping via the design of the application programming interface and via software-implemented privacy mechanisms. Our results indicate that these mechanisms can reduce the rate of identification from as much as 85% to as low as 30%. The impact of introducing these mechanisms is less than 1.5$^\circ$ error in gaze position for gaze prediction. Gaze data streams can thus be made private while still allowing for gaze prediction, for example, during foveated rendering. Our approach is the first to support privacy-by-design in the flow of eye-tracking data within mixed reality use cases.