Biblio
The real-time map updating enables vehicles to obtain accurate and timely traffic information. Especially for driverless cars, real-time map updating can provide high-precision map service to assist the navigation, which requires vehicles to actively upload the latest road conditions. However, due to the untrusted network environment, it is difficult for the real-time map updating server to evaluate the authenticity of the road information from the vehicles. In order to prevent malicious vehicles from deliberately spreading false information and protect the privacy of vehicles from tracking attacks, this paper proposes a trust-based real-time map updating scheme. In this scheme, the public key is used as the identifier of the vehicle for anonymous communication with conditional anonymity. In addition, the blockchain is applied to provide the existence proof for the public key certificate of the vehicle. At the same time, to avoid the spread of false messages, a trust evaluation algorithm is designed. The fog node can validate the received massages from vehicles using Bayesian Inference Model. Based on the verification results, the road condition information is sent to the real-time map updating server so that the server can update the map in time and prevent the secondary traffic accident. In order to calculate the trust value offset for the vehicle, the fog node generates a rating for each message source vehicle, and finally adds the relevant data to the blockchain. According to the result of security analysis, this scheme can guarantee the anonymity and prevent the Sybil attack. Simulation results show that the proposed scheme is effective and accurate in terms of real-time map updating and trust values calculating.
This paper focuses on the creation of information centric Cyber-Human Learning Frameworks involving Virtual Reality based mediums. A generalized framework is proposed, which is adapted for two educational domains: one to support education and training of residents in orthopedic surgery and the other focusing on science learning for children with autism. Users, experts and technology based mediums play a key role in the design of such a Cyber-Human framework. Virtual Reality based immersive and haptic mediums were two of the technologies explored in the implementation of the framework for these learning domains. The proposed framework emphasizes the importance of Information-Centric Systems Engineering (ICSE) principles which emphasizes a user centric approach along with formalizing understanding of target subjects or processes for which the learning environments are being created.
This work presents the design and implementation of a large curved display system in a virtual reality (VR) environment that supports visualization of 2D datasets (e.g., images, buttons and text). By using this system, users are allowed to interact with data in front of a wide field of view and gain a high level of perceived immersion. We exhibit two use cases of this system, including (1) a virtual image wall as the display component of a 3D user interface, and (2) an inventory interface for a VR-based educational game. The use cases demonstrate capability and flexibility of curved displays in supporting varied purposes of data interaction within virtual environments.
Over the past few years, virtual and mixed reality systems have evolved significantly yielding high immersive experiences. Most of the metaphors used for interaction with the virtual environment do not provide the same meaningful feedback, to which the users are used to in the real world. This paper proposes a cyber-glove to improve the immersive sensation and the degree of embodiment in virtual and mixed reality interaction tasks. In particular, we are proposing a cyber-glove system that tracks wrist movements, hand orientation and finger movements. It provides a decoupled position of the wrist and hand, which can contribute to a better embodiment in interaction and manipulation tasks. Additionally, the detection of the curvature of the fingers aims to improve the proprioceptive perception of the grasping/releasing gestures more consistent to visual feedback. The cyber-glove system is being developed for VR applications related to real estate promotion, where users have to go through divisions of the house and interact with objects and furniture. This work aims to assess if glove-based systems can contribute to a higher sense of immersion, embodiment and usability when compared to standard VR hand controller devices (typically button-based). Twenty-two participants tested the cyber-glove system against the HTC Vive controller in a 3D manipulation task, specifically the opening of a virtual door. Metric results showed that 83% of the users performed faster door pushes, and described shorter paths with their hands wearing the cyber-glove. Subjective results showed that all participants rated the cyber-glove based interactions as equally or more natural, and 90% of users experienced an equal or a significant increase in the sense of embodiment.
Wireless networks are currently proliferated by multiple tiers and heterogeneous networking equipment that aims to support multifarious services ranging from distant monitoring and control of wireless sensors to immersive virtual reality services. The vast collection of heterogeneous network equipment with divergent radio capabilities (e.g. multi-GHz operation) is vulnerable to wireless network attacks, raising questions on the service availability and coverage performance of future multi-tier wireless networks. In this paper, we study the impact of black hole attacks on service coverage of multi-tier heterogeneous wireless networks and derive closed form expressions when network nodes are unable to identify and avoid black hole nodes. Assuming access to multiple bands, the derived expressions can be readily used to assess the performance gains following from the employment of different association policies and the impact of black hole attacks in multi-tier wireless networks.
With advances in information and communication technologies, cities are getting smarter to enhance the quality of human life. In smart cities, safety (including security) is an essential issue. In this paper, by reviewing several safe city projects, smart city facilities for the safety are presented. With considering the facilities, a design for a crime intelligence system is introduced. Then, concentrating on how to support police activities (i.e., emergency call reporting reception, patrol activity, investigation activity, and arrest activity) with immersive technologies in order to reduce a crime rate and to quickly respond to emergencies in the safe city, smart policing with augmented reality (AR) and virtual reality (VR) is explained.
Mixed reality (MR) technologies are widely used in distributed collaborative learning scenarios and have made learning and training more flexible and intuitive. However, there are many challenges in the use of MR due to the difficulty in creating a physical presence, particularly when a physical task is being performed collaboratively. We therefore developed a novel MR system to overcomes these limitations and enhance the distributed collaboration user experience. The primary objective of this paper is to explore the potential of a MR-based hand gestures system to enhance the conceptual architecture of MR in terms of both visualization and interaction in distributed collaboration. We propose a synchronous prototype named MRCollab as an immersive collaborative approach that allows two or more users to communicate with a peer based on the integration of several technologies such as video, audio, and hand gestures.
Voice-based input is usually used as the primary input method for augmented reality (AR) headsets due to immersive AR experience and good recognition performance. However, recent researches have shown that an attacker can inject inaudible voice commands to the devices that lack voice verification. Even if we secure voice input with voice verification techniques, an attacker can easily steal the victim's voice using low-cast handy recorders and replay it to voice-based applications. To defend against voice-spoofing attacks, AR headsets should be able to determine whether the voice is from the person who is using the AR headsets. Existing voice-spoofing defense systems are designed for smartphone platforms. Due to the special locations of microphones and loudspeakers on AR headsets, existing solutions are hard to be implemented on AR headsets. To address this challenge, in this paper, we propose a voice-spoofing defense system for AR headsets by leveraging both the internal body propagation and the air propagation of human voices. Experimental results show that our system can successfully accept normal users with average accuracy of 97% and defend against two types of attacks with average accuracy of at least 98%.
Virtual reality (VR) recently is a promising technique in both industry and academia due to its potential applications in immersive experiences including website, game, tourism, or museum. VR technique provides an amazing 3-Dimensional (3D) experiences by requiring a very high amount of elements such as images, texture, depth, focus length, etc. However, in order to apply VR technique to various devices, especially in mobiles, ultra-high transmission rate and extremely low latency are really big challenge. Considering this problem, this paper proposes a novel combination model by transforming the computing capability of VR device into an equivalent caching amount while remaining low latency and fast transmission. In addition, Classic caching models are used to computing and catching capabilities which is easily apply to multi-user models.
Social Virtual Reality based Learning Environments (VRLEs) such as vSocial render instructional content in a three-dimensional immersive computer experience for training youth with learning impediments. There are limited prior works that explored attack vulnerability in VR technology, and hence there is a need for systematic frameworks to quantify risks corresponding to security, privacy, and safety (SPS) threats. The SPS threats can adversely impact the educational user experience and hinder delivery of VRLE content. In this paper, we propose a novel risk assessment framework that utilizes attack trees to calculate a risk score for varied VRLE threats with rate and duration of threats as inputs. We compare the impact of a well-constructed attack tree with an adhoc attack tree to study the trade-offs between overheads in managing attack trees, and the cost of risk mitigation when vulnerabilities are identified. We use a vSocial VRLE testbed in a case study to showcase the effectiveness of our framework and demonstrate how a suitable attack tree formalism can result in a more safer, privacy-preserving and secure VRLE system.
This paper discusses two pieces of software designed for intelligence analysis, the brainstorming tool and the Scenario Planning Advisor. These tools were developed in the Cognitive Immersive Systems Lab (CISL) in conjunction with IBM. We discuss the immersive environment the tools are situated in, and the proposed benefit for intelligence analysis.