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Ali Teymourian

dblp:400/0829 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2026
0009-0009-5348-6845ORCID · reported

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

Security and privacy · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

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
2 papers
Cyber-physical and IoT security · 74% Usable security · 26%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
mixed reality interaction
1.012026
Liar, Liar, Headset on Fire: Understanding the Effects of Deception Attacks on Decision-Making in a Mixed Reality Game · CHI 2026
Cyber-physical and IoT security
deception attacks
0.912025
SoK: Come Together - Unifying Security, Information Theory, and Cognition for a Mixed Reality Deception Attack Ontology & Analysis Framework · USENIX Security Symposium 2025
Virtual and augmented reality
mixed reality
0.312025
SoK: Come Together - Unifying Security, Information Theory, and Cognition for a Mixed Reality Deception Attack Ontology & Analysis Framework · USENIX Security Symposium 2025

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

deception attacks · 2.0controlled experiment · 2.0ontology · 1.7information theory · 1.7
YearPublicationVenuePosition
2026 Liar, Liar, Headset on Fire: Understanding the Effects of Deception Attacks on Decision-Making in a Mixed Reality Game
abstract
We examine the impact of deception in Mixed Reality (MR), focusing on how subversive elements affect user behavior and decision-making. In a controlled experiment with 250 participants playing a Whac-A-Mole MR game, we introduced three types of deception attacks: (1) a Physiological Spoofing Attack intended to foster false beliefs about bodily state; (2) a Gaslighting Attack that evokes false interpretations about bodily state by inducing doubt; and (3) a Disinformation Attack that presents false information by mimicking game- and system-level notifications to influence decision-making. We measured the effects on game performance, cognitive load, and behavioral responses. Results reveal that Physiological Spoofing and Gaslighting Attacks led to behavioral adjustments, though these effects diminished over time. Alternatively, false information presented in the Disinformation Attack adversely influenced decision-making. Our findings highlight the vulnerability of MR users to deception attacks and emphasize the need for adaptive security measures to mitigate these risks.
Ali Teymourian, Taha Gharaibeh, Ibrahim M. Baggili, Andrew M. Webb 0001
CHI1
2025 SoK: Come Together - Unifying Security, Information Theory, and Cognition for a Mixed Reality Deception Attack Ontology & Analysis Framework
Ali Teymourian, Andrew M. Webb 0001, Taha Gharaibeh, Arushi Ghildiyal, Ibrahim M. Baggili
USENIX Security Symposium1