A Case Study of Security and Privacy Threats from Augmented Reality (AR)

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A Case Study of Security and Privacy Threats from Augmented Reality (AR) Song Chen, Zupei Li, Fabrizio DAngelo, Chao Gao, Xinwen Fu Binghamton University, NY, USA; Email: schen175@binghamton.edu of Computer Science, University of Massachusetts Lowell, MA, USA Email: {zli1, cgao, fdangelo}@cs.uml.edu Department of Computer Science, University of Central Florida, FL, USA Email: xinwenfu@ucf.edu Department Abstract In this paper, we present a case study of potential security and privacy threats from virtual reality (VR) and augmented reality (AR) devices, which have been gaining popularity. We introduce a computer visionbased attack using an AR system based on the Samsung Gear VR and ZED stereo camera against authentication approaches on touch-enabled devices. A ZED stereo camera is attached to a Gear VR headset and works as the video feed for the Gear VR. While pretending to be playing, an attacker can capture videos of a victim inputting a password on touch screen. We use depth and distance information provided by the stereo camera to reconstruct the attack scene and recover the victim s password. We use numerical passwords as an example and perform experiments to demonstrate the performance of our attack. The attack s success rate is 90% when the distance from the victim is 1.5 meters and a reasonably good success rate is achieved within 2.5 meters. The goal of the paper is to raise awareness of potential security and privacy breaches from seemingly innocuous VR and AR technologies. Fig. 1. AR Based on Samsung Gear VR and ZED and Microsoft Hololens recently. Google Glass is a relatively simple, light weight, head-mounted display intended for daily use. Microsoft Hololens is a pair of augmented reality smart glasses with powerful computational capabilities and multiple sensors. It is equipped with several kinds of cameras, including a set of stereo cameras. However, VR and AR devices may be abused. In this paper, we discuss potential security and privacy threats from seemingly innocuous VR and AR devices. We built an AR system based on the Samsung Gear VR and the ZED stereo camera. We use a ZED as the video feed for the 2 displays of a Gear VR. An attacker takes stereo videos of a victim inputting a password on a smart device. The attacker can monitor the video stream from the Gear VR, as shown in Figure 1, while pretending to play games. A recorded stereo video is then used to reconstruct the finger position and touch screen in the 3D space so that the password can be obtained. In this paper, we use numerical passwords as an example. We are the first to use an AR device to attack touch-enabled smart devices. The 3D vision attack in this paper is against alphanumeric passwords instead of graphical passwords in [6], which is the most related work. The rest of this paper is organized as follows. In Section II, we introduce and compare several popular VR and AR devices. In Section III, we present the general idea and system implementation of our AR system based on Gear VR and ZED. In Section IV, we discuss the threat model, basic idea of the attack I. I NTRODUCTION In the past 3 years, advancements in hardware and software have led to an increase in popularity for virtual reality (VR) and augmented reality (AR) devices [2]. VR devices have shown their value in many applications and may be used in entertainment, artistry, design, gaming, education, simulation, tourism, exploration, psychology, meditation, real estate, shopping, social and telepresence. In late 2015, Samsung released their mobile VR solution, Samsung Gear VR. In 2016, HTC and Oculus launched their PC-based VR devices, HTC Vive and Oculus Rift. In the meantime, Sony released their game console based VR approach, Playstation VR. Within 2 years, virtual reality technology has covered almost all consumer electronic platforms. AR technology has been around for decades, such as the Head Up Display (HUD) in aviation. In the consumer market world, there are more than 20 years history of augmented reality games on smart phones. However, wearable AR devices are not popular due to their size and weight limitations. There have been several attempts in this area such as Google Glass 1

Fig. 2. VR Samsung Gear Fig. 7. HTC Vive Fig. 3. board Google Card- Fig. 4. Google Daydream View Fig. 5. Playstation VR Fig. 6. Oculus Rift world. Google Cardboard is a low-cost VR solution that only provides the basic display function [4]. Google Daydream [3] and Gear VR are more complex and advanced, equipped with a motion controller. Gear VR even has a separate IMU and control interface (trackpad and buttons) on the headset. Unlike the mobile VR system, a room scale VR system such as HTC Vive, Oculus Rift [9] and Playstation VR [12] is more capable. They all have extra tracking systems for positioning with excellent accuracy and latency. The refresh rate is usually higher than what mobile VR systems offer. However, they need to be driven by full scale computers or game consoles. Unlike the virtual reality device we mentioned above, Microsoft Hololens [8] is an AR device. It is a selfsustaining device just like a mobile VR system. The device itself has enough computational power to run Windows 10. Hololens has several camera systems so that it does not need a controller, and users can use gestural commands to perform input via camera sensors. Fig. 8. Microsoft Hololens and workflow. In Section V, we present the experiment design and results to demonstrate the feasibility of the attack. We conclude this paper in Section VI. II. BACKGROUND In this section, we review the Samsung Gear VR and then compare popular VR and AR devices. A. Samsung Gear VR Samsung Gear VR is a VR system based on smart phones. A Samsung Galaxy device acts as the display and processor for the VR system. The Gear VR headset is the system s basic controller, eyepiece and the IMU (Inertial measurement unit), as shown in Fig. 2 [11]. The IMU connects to the Galaxy device by USB. Gear VR is a self-supporting, mobile VR system, which does not require connection to a high-performance computer or positioning base station, though the headset has only the 3-axis rotational tracking capability. The resolution of Gear VR is determined by the resolution of the attached smart phone and the maximum resolution is 2560 1440 (1280 1440 per eye). The FOV (field of view) of the lens is 101. There are several ways to control Gear VR. A user can use the built-in button and trackpad on the headset, or use the hand held motion controller, which has its own gyroscope, accelerometer and magnetic sensor. The hand held controller connects to the Galaxy device by Bluetooth. There are some 3rd party controllers, such as Xbox Wireless Controller, which also support Gear VR. III. AUGMENTED R EALITY BASED ON G EAR VR AND ZED In this section, we introduce our AR system based on Gear VR and ZED. A. Overview of the System In order to implement AR on the Gear VR, the video feed from the ZED camera must be sent to a Gear VR app installed on a smartphone. Since the ZED camera captures two side by side 1920 1080 pixels per frame, the video could then be converted to a 3D SBS (side by side) video [13]. A smartphone (Samsung Galaxy S8 in our case) is plugged into the headset and displays the ZED live stream to the user. There are two possible approaches to do this: either by plugging the ZED camera directly to the Gear VR s additional USB TypeC port or by sending the video over the internet to the phone while the ZED camera is connected to a computer host. Apparently the former has the potential of much less video display delay. We leave the former as future work, and introduce our research and development of the latter in this paper. The video stream from ZED is sent to a Gear VR app over RTSP (Real Time Streaming Protocol). During our attack introduced in this paper, the attacker uses a Samsung VR that receives the video stream from the ZED camera. The computer host is B. Comparison Figures 3, 4, 5, 6, 7 and 8 show Google Cardboard, Google Daydream, Oculus Rift, HTC Vive, Playstation VR and Microsoft Hololens respectively. For the purpose of comparison, we group Samsung Gear VR, Google Cardboard and Google Daydream as mobile VR systems. They all lack positional tracking capabilities. That is, when a user leans or moves her body, the corresponding virtual role doesn t move in the virtual 2

stored in a backpack while the ZED is pointed to a victim inputting her password onto a smartphone. B. Implementation RTSP is a control protocol for the delivery of multimedia data between a client and a server in real time. RTSP can tell the requester the video format, play a video and stop the play. The delivery of the actual video data is handled by another protocol such as RTP (real time protocol). Fig. 9. Video Stream Pipeline We set up an RTSP server on a Linux laptop. The RTSP server is implemented as follows. First, the video stream is captured using V4l2, the media source that Gstreamer manipulates. Gstreamer is a C library for dynamically creating pipelines between media sources and destinations [5]. V4l2 (video for Linux) is a Linux program that can access and use the ZED Camera or any other UVC compliant cameras. Raw video frames are captured from the ZED camera in the YUV format, and can be compressed by codecs such as h.264. The pipeline is attached to the RTSP server. When the server is sent the PLAY protocol command, the video feed will travel along the pipeline to the requester through RTP. Figure 9 shows the complete pipeline. The video feed is accessed locally and remotely. It can be accessed on the local Linux host using the RTSP URL rtsp://localhost:8554/test. For remote access of the video feed on a remote server, localhost is replaced with the IP address of the server. A Gear VR app using the Gear VR Framework is then created to play a video using the RTSP URL. The Gear VR Framework is a high level Java Interface with access to the low level Oculus Mobile SDK. The Gear VR Framework uses a Scene Graph to render 3D objects onto the headset lenses [10]. The Scene Graph is implemented using a tree data structure, where child node objects inherit properties from their parent, such as position in space. The 3D object representing the video screen is created using an obj file, and instantiated as a child node to the main camera rig object node. An object file contains information about the 3D textures used by 3D rendering engines. An object file can be used in the Gear VR framework to instantiate a GVRScene object before any transformations are applied to it. An object file lists each component of the 3D object, such as a vertex or a face defined by vertices. Associated with each vertex is its position using the XYZ[W] coordinate system. Each vertex s position may be defined relative to the first vertex or last vertex in the list, or they may be defined absolutely. Fig. 10. Video Screenshot The main camera rig object holds a reference to all 3D objects that are to be rendered in front of the lenses. Thus, any child of the main camera rig object is also positioned in front of the lenses. This way, when the headset moves in space, the video screen will always stay positioned in front of the lenses. Figure 10 shows a fusion 3D screenshot from the Samsung VR. Therefore, to record videos, an attacker could attach the ZED camera to the top of the Gear VR headset, while storing the Linux host computer, which the ZED is connected to, inside a backpack. Both the Linux host and the ZED camera could connect to the same Wi-Fi network via a wireless AP powered by the laptop or a nearby wireless router. IV. 3D VISION ATTACK AGAINST NUMERICAL PASSWORD In this section, we introduce the threat model, our attack workflow, and discuss each step. A. Threat Model and Basic Idea In our attack, the attacker uses a stereo camera mounted on a VR headset to record videos of victims inputting their numerical passwords. We use numerical password as an example, our attack approach is generic. We assume the victim s fingertip and device s screen are in the view of stereo camera, but the content of the screen is not visible. We analyze the 3D videos and reconstruct the 3D trajectory of the inputted fingertip movements, mapping the touched positions to a reference keyboard to recover the passwords. B. Workflow and Attack Process Figure 11 shows the workflow. We discuss these 5 steps in detail below. Because of the space limit, our description will be brief. Fig. 11. Workflow of 3D Vision Attack 1) Step 1: Calibrating Stereo Camera System: In order to get the parameters of the stereo camera system, we perform stereo calibration on our stereo camera. We use the stereo camera to take multiple photos of a chessboard with a side length of 23.5mm from different distances and positions. In order to achieve satisfactory calibration accuracy, we take at least 10 photos. Then we run the calibration algorithm that will obtain the chessboard corner points in every photo to perform the 3

calibration. The calibration algorithm will output the following parameters: camera intrinsic matrix, camera distortion coefficients and the geometrical relationship of left and right camera [1]. 2) Step 2: Taking Stereo Videos: The attacker uses our AR system to take videos of a victim inputting passwords. The attacker aims the camera in the correct direction and angle by watching the video stream from the VR headset. During video recording, the attacker needs to make sure the victim s inputting fingertip and the screen surface of the device always appear in the view of both left and right cameras. Distance, resolution, and frame rate are the three major factors that affect the outcome of the attack. The ZED camera is equipped with 2 short focal length wide angle lens that lack an optical zooming function. In order to acquire a clear image with enough information (pixels) of the victim s hand and target device, the adversary needs to be close enough to the victim. The camera needs a high resolution to achieve high attack success rates, for the same reason. The average human can input a 4 digit numerical password within 2 seconds, so the frame rate of the camera system must be high enough to capture the touching moment of the victim s fingertip [7] [14]. Because of the above limitations, in our attack approach, we use the ZED camera to record videos of 1920 1080 at 30 FPS (frames per second). 3) Step 3: Preprocessing: To improve processing speed in our later steps, we only select video frames which contain the victim s fingertip touching the device s screen. In our case, for each input process, we have 4 touching frames represent 4 digit key inputs. On some devices, a user needs to input an extra confirmation key after inputting the digit keys. Next we perform stereo rectification on every frame pair with the camera system parameters we got from Step 1. Stereo rectification is sued to mathematically eliminate the rotation between corresponding left and right frames [1]. In this step, we also calculate the reprojection matrix Q which projects a 2D point in the left image to the 3D world from the perspective of the left camera [1]. 4) Step 4: Modeling Target Device: We derive the device s corner points in the left and right images by calculating the intersection of the device s 4 edges. After getting 4 pairs of corresponding points, we calculate the disparity (d) of every point pair by calculating their horizontal x coordinate difference in left and right images. Then we calculate the 3D coordinate of the point by the following equation [1]: x X y Y Q = d 1 Z W, (1) where (x, y) is the point s 2D coordinate in the left image, and d is the disparity. The 3D coordinate of the point is (X/W, Y/W, Z/W ) where W is a scale factor. Fig. 12. Reference 3D Model Fig. 13. 2 Types of Keyboard We build a reference 3D model of the target device by measuring the device s geometric parameters and its keyboard layout, as shown in Figure 12. We perform a point warping algorithm between the 4 device corner points we derive from the video frame and the 4 corresponding device corner points in the reference 3D model. By perform warping, we know the transform information between the target device and its model. We use the transform information to calculate the keyboard s 3D position. 5) Step 5: Estimating Touching Fingertip Position and Derive Password Candidates: A touching frame is where the finger touches the touch screen. We track the finger by using the optical flow algorithm and derive a touching frame as the one where the finger changes the direction (from touching down to lifting up). For each touching frame, we derive the fingertip position through the following steps. We first select a point at the fingertip edge in the left frame, and perform a sub-pixel template matching algorithm to find the corresponding point of the fingertip on the right image. Next, we calculate the fingertip point s 3D coordinate by using the same algorithm in Step 4. Then we project the touching fingertip point to the device screen plane. However, the projected fingertip point does not always accurately reflect the actual touching point. We now generate password candidates based on spatial relationship of projected points. We consider two scenarios, the device only requires 4 digit key inputs and the device requires a confirmation key input besides the digit key inputs. The example of 2 keyboards is shown in Figure 13. In the first scenario, an input pattern is constructed from the projected points while the location of the pattern is still undefined. We enumerate all the possible pattern positions. To do so, we find the upper left point in the pattern. Then we generate candidates by moving the pattern on the keyboard: the upper left point of this pattern is aligned with the center point of each of the ten digit keys. We only keep the candidates that land in the keyboard. We rank the candidates by the distance of the pattern s upper left point to its corresponding projected point. We output the top three candidates as our final result. 4

Fig. 14. Success Rate at different distances In the second scenario, some keyboards require a user to input a confirmation key after the digit key inputs. The confirmation key input is always at the same position. We can use this fact to correct the position of the estimated pattern. We calculate the vector between the confirmation key center and the projected fingertip position corresponding to the confirmation key input. Then we use this vector to correct all other 4 digit inputs fingertip position. Therefore, we check where the corrected touching fingertip positions land in the keyboard and derive the password. V. EVALUATION This section introduces the experiment setup and results. A. Evaluation Setup We use our AR system to perform real-world attacks against a Samsung Nexus 7 tablet. We expect the result will be similar for other victim mobiles. We perform experiments with different distances, ranging from 1.5 meters to 3 meters. The distance is defined as the horizontal distance between the camera and the target device. For each data point, the participant performs 10 four-digit numerical password inputs. The passwords are randomly generated. B. Results The attack success rates in terms of distance is shown in Figure 14. We list success rates for the both scenarios, with and without a confirmation key. In the scenario that the device doesn t require a confirmation key, we list the success rate for both single and three input attempts. In the case of the three attack attempts, if any of our top 3 candidates match the actual input password, we consider the attack a success. This assumption is reasonable since most devices allow three password/passcode attempts before locking the device. In the scenario that the device needs a confirmation key to unlock, we also list the success rate for both single and three attack attempts. The three-attempt success rate is derived from our single attack attempt success rate based on the Bernoulli distribution. From the experiment, we can observe that as distance increases, the success rate reduces. Our attack approach is relatively effective when the distance between attacker and the device is within 2.5 meters. VI. CONCLUSION In this paper, we first present the comparison of 7 popular visual reality and augmented reality systems. It can be observed some of the systems are equipped with stereo cameras. We then present an Augmented Reality system based on Samsung Gear VR and the ZED stereo camera. We attach the ZED stereo camera onto the Samsung Gear VR headset, using a video stream server to transfer the live video from the camera to the headset. We present a computer vision based side channel attack using the stereo camera to obtain the inputted numerical passwords on touch-enabled mobile devices. For 4 digit numerical passwords, our attack reaches a success rate of 90% at a distance of 1.5 meters and achieves reasonably good success rate within 2.5 meters. Through this case study, we would like to raise awareness of potential security and privacy breaches from seemingly innocuous VR and AR devices (like Samsung Gear VR, Microsoft HoloLens and iphone 7 and 8 plus with dual camera ) that have been gaining popularity. ACKNOWLEDGMENTS This work was supported in part by National Natural Science Foundation grants 1461060 and 1642124. Any opinions, findings, conclusions, and recommendations in this paper are those of the authors and do not necessarily reflect the views of the funding agencies. REFERENCES [1] G. R. Bradski and A. Kaehler. Learning opencv, 1st edition. O Reilly Media, Inc., first edition, 2008. [2] CNET. Virtual reality 101. https://www.cnet.com/ special-reports/vr101/, 2017. [3] Google. Daydream view. https://vr.google.com/daydream/ smartphonevr/, 2017. [4] Google. Google cardboard IO 2015 technical specifications. https://vr.google.com/cardboard/manufacturers/, 2017. [5] Gstreamer. Gstreamer concepts. https://gstreamer.freedesktop. org/documentation/tutorials/basic/concepts.html, 2017. [6] Z. Li, Q. Yue, C. Sano, W. Yu, and X. Fu. 3d vision attack against authentication. In Proceedings of IEEE International Conference on Communications (ICC), 2017. [7] Z. Ling, J. Luo, Q. Chen, Q. Yue, M. Yang, W. Yu, and X. Fu. Secure fingertip mouse for mobile devices. In Proceedings of the Annual IEEE International Conference on Computer Communications (INFOCOM), pages 1 9, 2016. [8] Microsoft. The leader in mixed reality hololens. https://www. microsoft.com/en-us/hololens, 2017. [9] Oculus. Oculus rift. https://www.oculus.com/rift/, 2017. [10] Samsung. GearVR framework project. https: //resources.samsungdevelopers.com/gear VR and Gear 360/GearVR Framework Project, 2017. [11] Samsung. Samsung gear VR specifications. http://www. samsung.com/global/galaxy/gear-vr/specs/, 2017. [12] Sony. Playstation VR tech specs. https://www.playstation.com/ en-us/explore/playstation-vr/tech-specs/, 2017. [13] Stereolabs. ZED - depth sensing and camera tracking. https: //www.stereolabs.com/zed/specs/, 2017. [14] Q. Yue, Z. Ling, X. Fu, B. Liu, K. Ren, and W. Zhao. Blind recognition of touched keys on mobile devices. In Proceedings of the ACM SIGSAC Conference on Computer and Communications Security (CCS), pages 1403 1414, 2014. 5