Mhd Irvan

dblp:137/6897 · DBLP profile ↗
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12ranked-venue papers
3as first author
7since 2021 · last 2026
0009-0003-6229-5561ORCID · corroborated

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

Security and privacy · 6 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 2 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Theory of computation · 1
YearPublicationVenuePosition
2026 Constructing a Replay-Derived Dataset of Controller Operations for Player Authentication in Fighting Games
abstract
Player authentication is important to ensure fairness in esports, and fighting games present a particularly challenging setting because of their discrete and limited input modalities and rapidly changing gameplay situations. While prior work has demonstrated the feasibility of controller-operation-based authentication in this domain, it has evaluated the approach only on a single title, leaving the empirical basis for this line of research still narrow. In this paper, using replay data from GUILTY GEAR -STRIVE-, we present a method for constructing a dataset for player authentication, which integrates three types of information: controller operation logs, battle progression, and battle attributes. To demonstrate its utility, we apply an existing controller-operation-based authentication method and show that the dataset supports the evaluation of such methods. We also analyze the relationship between player proficiency and authentication performance, and show that authentication tends to become more difficult as player proficiency increases. Our results show replay-derived data are practical for evaluating and analyzing player authentication in fighting games.
Takeshi Kawamoto, Maharage Nisansala Sevwandi Perera, Franziska Zimmer, Ryosuke Kobayashi, Mhd Irvan, Rie Shigetomi Yamaguchi
FDG5
2026 Log-Based Authentication via Cybernetic Avatars: Data Type Categorization Focused on Authenticated Game Character Information
Ryosuke Kobayashi, Mhd Irvan, Franziska Zimmer, Maharage Nisansala Sevwandi Perera, Rie Shigetomi Yamaguchi
ICISSP (2)2
2026 Short-Term Temporal Behavioral Drift in Smartwatch User Authentication: A Case Study Using Apple Watch Sensor Logs
Maharage Nisansala Sevwandi Perera, Takeshi Kawamoto, Allam Shehata, Franziska Zimmer, Ryosuke Kobayashi, Mhd Irvan, Rie Shigetomi Yamaguchi, Yasushi Yagi
SECRYPT (1)6
2025 Investigating Robot Behavioral Biometrics Through Interaction Logs for Distinguishing Operators
Maharage Nisansala Sevwandi Perera, Franziska Zimmer, Ryosuke Kobayashi, Mhd Irvan, Rie Shigetomi Yamaguchi, Yoshihiro Tanaka
IEEE Big Data4
2025 Fair Play and Identity: In-Game Behavioral Biometrics for Player Identification in Competitive Online Games
abstract
As one of the largest entertainment sectors globally, the gaming industry has already surpassed the music industry in revenue and is expected to continue its steady growth in the years ahead. Beyond leisure, gaming has become a competitive arena, particularly with the rise of esports, where games like CounterStrike (CS) draws millions of players and viewers worldwide. With the expansion of online gaming and virtual environments, new security challenges emerge that require advanced solutions. One promising approach is biometric identification based on ingame behavioral data, which is non-invasive and challenging to replicate. Although research has demonstrated effective player identification in Virtual Reality and turn-based games like chess, games like$C S$introduce unique challenges due to their dynamic high-speed interactions. This study explores behavioral biometrics to identify esports players based on their in-game behaviors. We use a multiclass Random Forest Classifier to analyze in-game movement, positioning, and weapon choices to identify individual players accurately. Our models achieve up to 98 % accuracy based on a combined dataset of 360 players across 320 matches. This data is divided into eight separate datasets for each map. These findings contribute to behavior-based player biometrics and identification, with applications in player analytics, team strategy optimization, and security in competitive gaming.
Franziska Zimmer, Mhd Irvan, Maharage Nisansala Sevwandi Perera, Ryosuke Kobayashi, Rie Shigetomi Yamaguchi
CoG2
2024 Anomaly Detection in eSport Games Through Periodical In-Game Movement Analysis with Deep Recurrent Neural Network
Mhd Irvan, Franziska Zimmer, Ryosuke Kobayashi, Maharage Nisansala Sevwandi Perera, Roberta Tamponi, Rie Shigetomi Yamaguchi
IJCCI1
2021 Learning from Smartphone Location Data as Anomaly Detection for Behavioral Authentication through Deep Neuroevolution
Mhd Irvan, Tran Thao Phuong, Ryosuke Kobayashi, Toshiyuki Nakata 0001, Rie Shigetomi Yamaguchi
ICISSP1
2020 User authentication based on smartphone application usage patterns through learning classifier systems
abstract
Smartphones have become more ubiquitous than ever. People are installing various applications on their smart-phone to fit into their lifestyle. Existing research shows that there are patterns within the ways people access those applications, whether it involves particular locations, particular ranges of time, or many other factors. In this research, through a collaboration with a commercial company, we collected usage data from a popular smartphone application that gives its users access to digital flyers information for shops and supermarkets throughout Japan. Our early experiments found that the pattern information contained inside the data could be used to authenticate users. In this research, we are proposing a behavioral authentication model implementing customized learning classifier systems to search through vast amount of possible patterns to authenticate users of the application. Our early findings for this ongoing research demonstrate that our model can feasibly be a good alternative for additional authentication factor to implicitly authenticate users beyond the initial registration.
Mhd Irvan, Toshiyuki Nakata 0001, Rie Shigetomi Yamaguchi
IEEE BigData1
2020 A Score Fusion Method by Neural Network in Multi-Factor Authentication
abstract
Recently, information security has attracted more interest from researchers. Personal authentication has become more important than ever, because authentication vulnerability is regarded as a problem. In cases where such high confidentiality is required, multi-factor authentication which combines multiple authentication factors is often used. In this study, we focus on score fusion method which merge authentication score of each factor in multi-factor authentication. In conventional score fusion methods, the weighting of factors is fixed. Therefore, they are not suitable when the tendency for factors of high accuracy is different between users. We propose a user dependent weighting score fusion method using neural network. Our proposed method is evaluated in comparison with conventional score fusion methods. The result shows that the accuracy of our proposed method is higher than conventional methods.
Katsuya Matsuoka, Mhd Irvan, Ryosuke Kobayashi, Rie Shigetomi Yamaguchi
CODASPY2
2020 Self-enhancing GPS-Based Authentication Using Corresponding Address
Tran Thao Phuong, Mhd Irvan, Ryosuke Kobayashi, Rie Shigetomi Yamaguchi, Toshiyuki Nakata 0001
DBSec2
2020 Score Fusion Method by Neural Network Using GPS and Wi-Fi Log Data
Katsuya Matsuoka, Mhd Irvan, Ryosuke Kobayashi, Rie Shigetomi Yamaguchi
ISITA2
2013 A TV Program Recommender Framework
abstract
In the area of intelligent systems, research about recommender systems is a critical topic and has been applied in many fields. In this paper, we focus on TV program recommender systems. We give an overview of literature research about TV program recommender systems and propose a smart and social TV program recommender framework for Smart TV, which integrates the Internet and Web 2.0 features into television sets and set-top boxes. In addition, we also address several issues, such as accuracy, diversity, novelty, explanation and group recommendations, which are important in building a TV program recommender system. The proposed framework could be used to help designers/developers to build TV program recommender systems/engines for smart TV.
Na Chang, Mhd Irvan, Takao Terano
KES2