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We analyze the claims that video recreations of shoulder surfing attacks offer a suitable alternative and a baseline, as compared to evaluation in a live setting. We recreated a subset of the factors of a prior video-simulation experiment conducted by Aviv et al. (ACSAC 2017), and model the same scenario using live participants ($n=36$) instead (i.e., the victim and attacker were both present). The live experiment confirmed that for Androids graphical patterns video simulation is consistent with the live setting for attacker success rates. However, both 4- and 6-digit PINs demonstrate statistically significant differences in attacker performance, with live attackers performing as much 1.9x better than in the video simulation. The security benefits gained from removing feedback lines in Androids graphical patterns are also greatly diminished in the live setting, particularly under multiple attacker observations, but overall, the data suggests that video recreations can provide a suitable baseline measure for attacker success rate. However, we caution that researchers should consider that these baselines may greatly underestimate the threat of an attacker in live settings.
Given the nature of mobile devices and unlock procedures, unlock authentication is a prime target for credential leaking via shoulder surfing, a form of an observation attack. While the research community has investigated solutions to minimize or pre
Shoulder-surfing is a known risk where an attacker can capture a password by direct observation or by recording the authentication session. Due to the visual interface, this problem has become exacerbated in graphical passwords. There have been some
In this paper, we propose the task of live comment generation. Live comments are a new form of comments on videos, which can be regarded as a mixture of comments and chats. A high-quality live comment should be not only relevant to the video, but als
We propose technology to enable a new medium of expression, where video elements can be looped, merged, and triggered, interactively. Like audio, video is easy to sample from the real world but hard to segment into clean reusable elements. Reusing a
This paper proposes the concept of live-action virtual reality games as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, contex