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Matthias J. Geiger

dblp:239/7670 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Network and information security
1 paper
Biometric security · 77% Authentication and access control · 23%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Wearable and physiological sensing · 50%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Biometric security
behavioral biometrics
0.412019
Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality · CHI 2019
Wearable and physiological sensing
user identification
0.112019
Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality · CHI 2019
Immersive interaction
virtual reality
0.112019
Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality · CHI 2019
Authentication and access control › user authentication
VR authentication
0.112019
Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality · CHI 2019

Methods — techniques the papers use, named apart from their topics

user study · 0.8classification · 0.8
YearPublicationVenuePosition
2019 Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality
abstract
Every person is unique, with individual behavioural characteristics: how one moves, coordinates, and uses their body. In this paper we investigate body motion as behavioural biometrics for virtual reality. In particular, we look into which behaviour is suitable to identify a user. This is valuable in situations where multiple people use a virtual reality environment in parallel, for example in the context of authentication or to adapt the VR environment to users' preferences. We present a user study (N=22) where people perform controlled VR tasks (pointing, grabbing, walking, typing), monitoring their head, hand, and eye motion data over two sessions. These body segments can be arbitrarily combined into body relations, and we found that these movements and their combination lead to characteristic behavioural patterns. We present an extensive analysis of which motion/relation is useful to identify users in which tasks using classification methods. Our findings are beneficial for researchers and practitioners alike who aim to build novel adaptive and secure user interfaces in virtual reality.
Ken Pfeuffer, Matthias J. Geiger, Sarah Prange, Lukas Mecke, Daniel Buschek, Florian Alt
CHI2