Kiron Lebeck

dblp:151/0324 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

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

Computer networks · 2Security and privacy · 2 · 2 first-author

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
3 papers
Systems and software security · 37% Authentication and access control · 23% Usable security · 20%
Computer networks
1 paper
Content delivery and video streaming · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Systems and software security › application security
augmented reality security
0.622018
Towards Security and Privacy for Multi-user Augmented Reality: Foundations with End Users · IEEE Symposium on Security and Privacy 2018
Securing Augmented Reality Output · IEEE Symposium on Security and Privacy 2017
Usable security
security and privacy user studies
0.312018
Towards Security and Privacy for Multi-user Augmented Reality: Foundations with End Users · IEEE Symposium on Security and Privacy 2018
Authentication and access control › security policy
policy enforcement
0.312017
Securing Augmented Reality Output · IEEE Symposium on Security and Privacy 2017
Privacy and data protection › image privacy
camera privacy
0.212016
What You Mark is What Apps See · MobiSys 2016
Content delivery and video streaming › interactive video streaming
cloud gaming
0.212015
Kahawai: High-Quality Mobile Gaming Using GPU Offload · MobiSys 2015
Interaction techniques and input › sensor-based interaction
camera-based interaction
0.112016
What You Mark is What Apps See · MobiSys 2016
Privacy and data protection
image privacy
0.112016
What You Mark is What Apps See · MobiSys 2016
GPUs and heterogeneous computing › CPU-GPU heterogeneous computing
GPU offloading
0.112015
Kahawai: High-Quality Mobile Gaming Using GPU Offload · MobiSys 2015

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

region marking · 0.53d object marking · 0.5semi-structured interviews · 0.3qualitative lab study · 0.3
YearPublicationVenuePosition
2018 Towards Security and Privacy for Multi-user Augmented Reality: Foundations with End Users
abstract
Immersive augmented reality (AR) technologies are becoming a reality. Prior works have identified security and privacy risks raised by these technologies, primarily considering individual users or AR devices. However, we make two key observations: (1) users will not always use AR in isolation, but also in ecosystems of other users, and (2) since immersive AR devices have only recently become available, the risks of AR have been largely hypothetical to date. To provide a foundation for understanding and addressing the security and privacy challenges of emerging AR technologies, grounded in the experiences of real users, we conduct a qualitative lab study with an immersive AR headset, the Microsoft HoloLens. We conduct our study in pairs - 22 participants across 11 pairs - wherein participants engage in paired and individual (but physically co-located) HoloLens activities. Through semi-structured interviews, we explore participants' security, privacy, and other concerns, raising key findings. For example, we find that despite the HoloLens's limitations, participants were easily immersed, treating virtual objects as real (e.g., stepping around them for fear of tripping). We also uncover numerous security, privacy, and safety concerns unique to AR (e.g., deceptive virtual objects misleading users about the real world), and a need for access control among users to manage shared physical spaces and virtual content embedded in those spaces. Our findings give us the opportunity to identify broader lessons and key challenges to inform the design of emerging single-and multi-user AR technologies.
Kiron Lebeck, Kimberly Ruth, Tadayoshi Kohno, Franziska Roesner
IEEE Symposium on Security and Privacy1
2017 Securing Augmented Reality Output
abstract
Augmented reality (AR) technologies, such as Microsoft's HoloLens head-mounted display and AR-enabled car windshields, are rapidly emerging. AR applications provide users with immersive virtual experiences by capturing input from a user's surroundings and overlaying virtual output on the user's perception of the real world. These applications enable users to interact with and perceive virtual content in fundamentally new ways. However, the immersive nature of AR applications raises serious security and privacy concerns. Prior work has focused primarily on input privacy risks stemming from applications with unrestricted access to sensor data. However, the risks associated with malicious or buggy AR output remain largely unexplored. For example, an AR windshield application could intentionally or accidentally obscure oncoming vehicles or safety-critical output of other AR applications. In this work, we address the fundamental challenge of securing AR output in the face of malicious or buggy applications. We design, prototype, and evaluate Arya, an AR platform that controls application output according to policies specified in a constrained yet expressive policy framework. In doing so, we identify and overcome numerous challenges in securing AR output.
Kiron Lebeck, Kimberly Ruth, Tadayoshi Kohno, Franziska Roesner
IEEE Symposium on Security and Privacy1
2016 What You Mark is What Apps See
abstract
Users are increasingly vulnerable to inadvertently leaking sensitive information through cameras. In this paper, we investigate an approach to mitigating the risk of such inadvertent leaks called privacy markers. Privacy markers give users fine-grained control of what visual information an app can access through a device's camera. We present two examples of this approach: PrivateEye, which allows a user to mark regions of a two-dimensional surface as safe to release to an app, and WaveOff, which does the same for three-dimensional objects. We have integrated both systems with Android's camera subsystem. Experiments with our prototype show that a Nexus 5 smartphone can deliver near realtime frame rates while protecting secret information, and a 26-person user study elicited positive feedback on our prototype's speed and ease-of-use.
Nisarg Raval, Animesh Srivastava, Ali Razeen, Kiron Lebeck, Ashwin Machanavajjhala, Landon P. Cox
MobiSys4
2015 Kahawai: High-Quality Mobile Gaming Using GPU Offload
abstract
This paper presents Kahawai1, a system that provides high-quality gaming on mobile devices, such as tablets and smartphones, by offloading a portion of the GPU computation to server-side infrastructure. In contrast with previous thin-client approaches that require a server-side GPU to render the entire content, Kahawai uses collaborative rendering to combine the output of a mobile GPU and a server-side GPU into the displayed output. Compared to a thin client, collaborative rendering requires significantly less network bandwidth between the mobile device and the server to achieve the same visual quality and, unlike a thin client, collaborative rendering supports disconnected operation, allowing a user to play offline - albeit with reduced visual quality.
Eduardo Cuervo Laffaye, Alec Wolman, Landon P. Cox, Kiron Lebeck, Ali Razeen, Stefan Saroiu, Madan Musuvathi
MobiSys4