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Abstract
Virtual Reality (VR) technology has gained substantial traction and has the
potential to transform a number of industries, including education,
entertainment, and professional sectors. Nevertheless, concerns have arisen
about the security and privacy implications of VR applications and the impact
that they might have on users. In this paper, we investigate the following
overarching research question: can VR applications and VR user activities in
the context of such applications (e.g., manipulating virtual objects, walking,
talking, flying) be identified based on the (potentially encrypted) network
traffic that is generated by VR headsets during the operation of VR
applications? To answer this question, we collect network traffic data from 25
VR applications running on the Meta Quest Pro headset and identify
characteristics of the generated network traffic, which we subsequently use to
train off-the-shelf Machine Learning (ML) models. Our results indicate that
through the use of ML models, we can identify the VR applications being used
with an accuracy of 92.4% and the VR user activities performed with an accuracy
of 91%. Furthermore, our results demonstrate that an attacker does not need to
collect large amounts of network traffic data for each VR application to carry
out such an attack. Specifically, an attacker only needs to collect less than
10 minutes of network traffic data for each VR application in order to identify
applications with an accuracy higher than 90% and VR user activities with an
accuracy higher than 88%.
External Datasets
VR network traffic dataset collected from 25 distinct VR apps