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In recent years, social virtual reality (VR), sometimes described as the "metaverse," has become widely available. With its potential comes risks, including risks to privacy. To understand these risks, we study the identifiability of…
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…
Reliable and robust user identification and authentication are important and often necessary requirements for many digital services. It becomes paramount in social virtual reality (VR) to ensure trust, specifically in digital encounters…
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…
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…
Virtual reality (VR) sensors capture large amounts of user data, including body motion and eye tracking, that contain personally identifying information. While privacy-enhancing techniques can obfuscate this data, incomplete privacy…
Facial motion capture in mixed reality headsets enables real-time avatar animation, allowing users to convey non-verbal cues during virtual interactions. However, as facial motion data constitutes a behavioral biometric, its use raises…
Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
Current Virtual Reality (VR) input devices make it possible to navigate a virtual environment and record immersive, personalized data regarding the user's movement and specific behavioral habits, which brings the question of the user's…
Virtual Reality (VR) is an exciting new consumer technology which offers an immersive audio-visual experience to users through which they can navigate and interact with a digitally represented 3D space (i.e., a virtual world) using a…
Traveling distances in the real world inherently involves time, as moving to a desired location is a continuous process. This temporal component plays a role when estimating the distance covered. However, in virtual environments, this…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Various machine learning approaches have proven to be useful for user verification and identification based on motion data in eXtended Reality (XR). However, their real-world application still faces significant challenges concerning…
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…
This paper reports on the state of the art of virtualization technology for both general purpose domains as well as real-time domains. There exits no entirely instantaneous data transmission/transfer. There always exist a delay while…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Machine learning (ML) and deep learning models are extensively used for parameter optimization and regression problems. However, not all inverse problems in ML are ``identifiable,'' indicating that model parameters may not be uniquely…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including…
Virtual and Augmented Reality (VR, AR) are increasingly gaining traction thanks to their technical advancement and the need for remote connections, recently accentuated by the pandemic. Remote surgery, telerobotics, and virtual offices are…