With the unprecedented diffusion of virtual reality, the number of application scenarios is continuously growing. As commercial and gaming applications become pervasive, the need for the secure and convenient identification of users, often overlooked by the research in immersive media, is becoming more and more pressing. Networked scenarios such as Cloud gaming or cooperative virtual training and teleoperation require both a user-friendly and streamlined experience and user privacy and security. In this work, we investigate the possibility of identifying users from their movement patterns and data traffic traces while playing four commercial games, using a publicly available dataset. If, on the one hand, this paves the way for easy identification and automatic customization of the virtual reality content, it also represents a serious threat to users' privacy due to network analysis-based fingerprinting. Based on this, we analyze the threats and opportunities for virtual reality users' security and privacy.

Movement- and Traffic-based User Identification in Commercial Virtual Reality Applications: Threats and Opportunities

Baldoni, Sara;Chiariotti, Federico;Zorzi, Michele;Battisti, Federica
2025

Abstract

With the unprecedented diffusion of virtual reality, the number of application scenarios is continuously growing. As commercial and gaming applications become pervasive, the need for the secure and convenient identification of users, often overlooked by the research in immersive media, is becoming more and more pressing. Networked scenarios such as Cloud gaming or cooperative virtual training and teleoperation require both a user-friendly and streamlined experience and user privacy and security. In this work, we investigate the possibility of identifying users from their movement patterns and data traffic traces while playing four commercial games, using a publicly available dataset. If, on the one hand, this paves the way for easy identification and automatic customization of the virtual reality content, it also represents a serious threat to users' privacy due to network analysis-based fingerprinting. Based on this, we analyze the threats and opportunities for virtual reality users' security and privacy.
2025
Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025
32nd IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025
   RESearch and innovation on future Telecommunications systems and networks, to make Italy more smart - Spoke 4 (Programmable Networks for Future Services and Media)
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   PNRR M4C2 Investimento 1.3 PARTENARIATI ESTESI A UNIVERSITÀ, CENTRI DI RICERCA, IMPRESE E FINANZIAMENTO PROGETTI DI RICERCA
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11577/3552560
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