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1.
IEEE Trans Vis Comput Graph ; 30(5): 2257-2268, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38457326

RESUMO

Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks [14]. The state of our knowledge about currently existing privacy mechanisms is limited to privacy-utility trade-off curves based on data-centric metrics of utility, such as prediction error, and black-box threat models. We propose that for interactive VR applications, it is essential to consider user-centric notions of utility and a variety of threat models. We develop a methodology to evaluate real-time privacy mechanisms for interactive VR applications that incorporate subjective user experience and task performance metrics. We evaluate selected privacy mechanisms using this methodology and find that re-identification accuracy can be decreased to as low as 14% while maintaining a high usability score and reasonable task performance. Finally, we elucidate three threat scenarios (black-box, black-box with exemplars, and white-box) and assess how well the different privacy mechanisms hold up to these adversarial scenarios. This work advances the state of the art in VR privacy by providing a methodology for end-to-end assessment of the risk of re-identification attacks and potential mitigating solutions. f.

2.
Artigo em Inglês | MEDLINE | ID: mdl-37027724

RESUMO

Virtual and mixed-reality (XR) technology has advanced significantly in the last few years and will enable the future of work, education, socialization, and entertainment. Eye-tracking data is required for supporting novel modes of interaction, animating virtual avatars, and implementing rendering or streaming optimizations. While eye tracking enables many beneficial applications in XR, it also introduces a risk to privacy by enabling re-identification of users. We applied privacy definitions of it-anonymity and plausible deniability (PD) to datasets of eye-tracking samples and evaluated them against the state-of-the-art differential privacy (DP) approach. Two VR datasets were processed to reduce identification rates while minimizing the impact on the performance of trained machine-learning models. Our results suggest that both PD and DP mechanisms produced practical privacy-utility trade-offs with respect to re-identification and activity classification accuracy, while k-anonymity performed best at retaining utility for gaze prediction.

3.
IEEE Trans Pattern Anal Mach Intell ; 44(9): 4867-4878, 2022 09.
Artigo em Inglês | MEDLINE | ID: mdl-33856979

RESUMO

Traditional cameras field of view (FOV) and resolution predetermine computer vision algorithm performance. These trade-offs decide the range and performance in computer vision algorithms. We present a novel foveating camera whose viewpoint is dynamically modulated by a programmable micro-electromechanical (MEMS) mirror, resulting in a natively high-angular resolution wide-FOV camera capable of densely and simultaneously imaging multiple regions of interest in a scene. We present calibrations, novel MEMS control algorithms, a real-time prototype, and comparisons in remote eye-tracking performance against a traditional smartphone, where high-angular resolution and wide-FOV are necessary, but traditionally unavailable.


Assuntos
Algoritmos
4.
IEEE Trans Vis Comput Graph ; 27(5): 2555-2565, 2021 05.
Artigo em Inglês | MEDLINE | ID: mdl-33750711

RESUMO

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° 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.


Assuntos
Biometria/métodos , Movimentos Oculares/fisiologia , Tecnologia de Rastreamento Ocular/normas , Privacidade , Adulto , Idoso , Realidade Aumentada , Gráficos por Computador , Feminino , Humanos , Masculino , Pessoa de Meia-Idade
5.
IEEE Trans Vis Comput Graph ; 26(5): 1880-1890, 2020 05.
Artigo em Inglês | MEDLINE | ID: mdl-32070963

RESUMO

The gaze behavior of virtual avatars is critical to social presence and perceived eye contact during social interactions in Virtual Reality. Virtual Reality headsets are being designed with integrated eye tracking to enable compelling virtual social interactions. This paper shows that the near infra-red cameras used in eye tracking capture eye images that contain iris patterns of the user. Because iris patterns are a gold standard biometric, the current technology places the user's biometric identity at risk. Our first contribution is an optical defocus based hardware solution to remove the iris biometric from the stream of eye tracking images. We characterize the performance of this solution with different internal parameters. Our second contribution is a psychophysical experiment with a same-different task that investigates the sensitivity of users to a virtual avatar's eye movements when this solution is applied. By deriving detection threshold values, our findings provide a range of defocus parameters where the change in eye movements would go unnoticed in a conversational setting. Our third contribution is a perceptual study to determine the impact of defocus parameters on the perceived eye contact, attentiveness, naturalness, and truthfulness of the avatar. Thus, if a user wishes to protect their iris biometric, our approach provides a solution that balances biometric protection while preventing their conversation partner from perceiving a difference in the user's virtual avatar. This work is the first to develop secure eye tracking configurations for VR/AR/XR applications and motivates future work in the area.


Assuntos
Identificação Biométrica , Gráficos por Computador , Segurança Computacional , Tecnologia de Rastreamento Ocular , Iris/diagnóstico por imagem , Adolescente , Adulto , Movimentos Oculares/fisiologia , Feminino , Fixação Ocular/fisiologia , Humanos , Masculino , Interação Social , Interface Usuário-Computador , Adulto Jovem
6.
IEEE Comput Graph Appl ; 36(4): 34-45, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27514031

RESUMO

Comic art consists of a sequence of panels of different shapes and sizes that visually communicate the narrative to the reader. The move-on-stills technique allows such still images to be retargeted for digital displays via camera moves. Today, moves-on-stills can be created by software applications given user-provided parameters for each desired camera move. The proposed algorithm uses viewer gaze as input to computationally predict camera move parameters. The authors demonstrate their algorithm on various comic book panels and evaluate its performance by comparing their results with a professional DVD.

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