We address the problem of shoulder-surfing attacks on authentication schemes by proposing IllusionPIN (IPIN), a PIN-based authentication method that operates on touchscreen devices. IPIN uses the technique of hybrid images to blend two keypads with different digit orderings in such a way, that the user who is close to the device is seeing one keypad to enter her PIN, while the attacker who is looking at the device from a bigger distance is seeing only the other keypad. The user’s keypad is shuffled in every authentication attempt, since the attacker may memorize the spatial arrangement of the pressed digits. To reason about the security of IPIN, we developed an algorithm which is based on human visual perception and estimates the minimum distance from which an observer is unable to interpret the keypad of the user. We tested our estimations with 84 simulated shoulder-surfing attacks from 21 different people. None of the attacks was successful against our estimations. In addition, we estimated the minimum distance from which a camera is unable to capture the visual information from the keypad of the user. Based on our analysis, it seems practically almost impossible for a surveillance camera to capture the PIN of a smartphone user when IPIN is in use.
The principle states that at least part of the information of interest has to be transmitted through channels that are not observable. This way, an observer is always missing a piece of information and shoulder-surfing is mitigated even in cases that multiple observations or recordings are possible. However, the performance of such schemes in usability and deployability varies. For example, schemes which use audio and haptic information @cite_12 @cite_33 suffer from high authentication time and their requirements for additional hardware heavily affect their deployability. However, the emergence of touchscreen devices which are pressure-sensitive may favor schemes which use this kind of haptic information @cite_14 @cite_13 @cite_18 @cite_6 @cite_31 @cite_17 , if they are combined with satisfying usability. Gaze-based authentication @cite_5 corresponds to high authentication time, and authentication based on brainwaves @cite_10 or bone conduction @cite_41 requires special equipment. Fingerprint authentication @cite_23 is a scheme that gains popularity nowadays by offering excellent usability. A usual problem with biometrics like fingerprints is that they cannot be revoked. In addition, biometrics can be used to uniquely identify a person and they raise privacy concerns. However, the concept of cancelable biometrics @cite_40 could alleviate both problems.
@cite_18 @cite_14 @cite_33 @cite_41 @cite_10 @cite_6 @cite_40 @cite_23 @cite_5 @cite_31 @cite_13 @cite_12 @cite_17
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Common authentication methods based on passwords, tokens, or fingerprints perform one-time authentication and rely on users to log out from the computer terminal when they leave. Users often do not log out, however, which is a security risk. The most common solution, inactivity timeouts, inevitably fail security (too long a timeout) or usability (too short a timeout) goals. One solution is to authenticate users continuously while they are using the terminal and automatically log them out when they leave. Several solutions are based on user proximity, but these are not sufficient: they only confirm whether the user is nearby but not whether the user is actually using the terminal. Proposed solutions based on behavioral biometric authentication (e.g., keystroke dynamics) may not be reliable, as a recent study suggests. To address this problem we propose Zero-Effort Bilateral Recurring Authentication (ZEBRA). In ZEBRA, a user wears a bracelet (with a built-in accelerometer, gyroscope, and radio) on her dominant wrist. When the user interacts with a computer terminal, the bracelet records the wrist movement, processes it, and sends it to the terminal. The terminal compares the wrist movement with the inputs it receives from the user (via keyboard and mouse), and confirms the continued presence of the user only if they correlate. Because the bracelet is on the same hand that provides inputs to the terminal, the accelerometer and gyroscope data and input events received by the terminal should correlate because their source is the same - the user's hand movement. In our experiments ZEBRA performed continuous authentication with 85 accuracy in verifying the correct user and identified all adversaries within 11s. For a different threshold that trades security for usability, ZEBRA correctly verified 90 of users and identified all adversaries within 50s. We propose to establish a secure communication channel among devices based on similar audio patterns. Features from ambient audio are used to generate a shared cryptographic key between devices without exchanging information about the ambient audio itself or the features utilized for the key generation process. We explore a common audio-fingerprinting approach and account for the noise in the derived fingerprints by employing error correcting codes. This fuzzy-cryptography scheme enables the adaptation of a specific value for the tolerated noise among fingerprints based on environmental conditions by altering the parameters of the error correction and the length of the audio samples utilized. In this paper, we experimentally verify the feasibility of the protocol in four different realistic settings and a laboratory experiment. The case studies include an office setting, a scenario where an attacker is capable of reproducing parts of the audio context, a setting near a traffic loaded road, and a crowded canteen environment. We apply statistical tests to show that the entropy of fingerprints based on ambient audio is high. The proposed scheme constitutes a totally unobtrusive but cryptographically strong security mechanism based on contextual information. Secure user identification is important for the increasing number of eyewear computers but limited input capabilities pose significant usability challenges for established knowledge-based schemes, such as passwords or PINs. We present SkullConduct, a biometric system that uses bone conduction of sound through the user's skull as well as a microphone readily integrated into many of these devices, such as Google Glass. At the core of SkullConduct is a method to analyze the characteristic frequency response created by the user's skull using a combination of Mel Frequency Cepstral Coefficient (MFCC) features as well as a computationally light-weight 1NN classifier. We report on a controlled experiment with 10 participants that shows that this frequency response is person-specific and stable -- even when taking off and putting on the device multiple times -- and thus serves as a robust biometric. We show that our method can identify users with 97.0 accuracy and authenticate them with an equal error rate of 6.9 , thereby bringing biometric user identification to eyewear computers equipped with bone conduction technology. Authentication methods can be improved by considering implicit, individual behavioural cues. In particular, verifying users based on typing behaviour has been widely studied with physical keyboards. On mobile touchscreens, the same concepts have been applied with little adaptations so far. This paper presents the first reported study on mobile keystroke biometrics which compares touch-specific features between three different hand postures and evaluation schemes. Based on 20.160 password entries from a study with 28 participants over two weeks, we show that including spatial touch features reduces implicit authentication equal error rates (EER) by 26.4 - 36.8 relative to the previously used temporal features. We also show that authentication works better for some hand postures than others. To improve applicability and usability, we further quantify the influence of common evaluation assumptions: known attacker data, training and testing on data from a single typing session, and fixed hand postures. We show that these practices can lead to overly optimistic evaluations. In consequence, we describe evaluation recommendations, a probabilistic framework to handle unknown hand postures, and ideas for further improvements.