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 it has to be difficult to process the acquired visual information @cite_37 . For example, in one of the cognitive trapdoor games @cite_27 , the user is required to enter her PIN in the following way. The digits on the provided keypad are separated into two sets based on their color; half of them are black, and half of them are white. The user selects the set that the current digit of her PIN belongs to, and then the digits are reassigned to the two color sets. This procedure is repeated until the scheme is able to uniquely determine the correct digit by intersecting the selected sets. Then, the user proceeds to the next digit of her PIN. For an observer, it is extremely difficult, if not impossible, to successfully perform sequential intersections of sets to extract the correct PIN. However, such schemes are usually complex for the users too, with all the inevitable consequences for usability. In addition, recorded material or even repeated observation may reveal the authentication credentials, since all the useful information is observable.
@cite_27 @cite_37
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Magnetic stripe cards are in common use for electronic payments and cash withdrawal. Reported incidents document that criminals easily pickpocket cards or skim them by swiping them through additional card readers. Personal identification numbers (PINs) are obtained by shoulder surfing, through the use of mirrors or concealed miniature cameras. Both elements, the PIN and the card, are generally sufficient to give the criminal full access to the victim's account. In this paper, we present alternative PIN entry methods to which we refer as cognitive trapdoor games. These methods make it significantly harder for a criminal to obtain PINs even if he fully observes the entire input and output of a PIN entry procedure. We also introduce the idea of probabilistic cognitive trapdoor games, which offer resilience to shoulder surfing even if the criminal records a PIN entry procedure with a camera. We studied the security as well as the usability of our methods, the results of which we also present in the paper. The vulnerabilities of face-based biometric systems to presentation attacks have been finally recognized but yet we lack generalized software-based face presentation attack detection (PAD) methods performing robustly in practical mobile authentication scenarios. This is mainly due to the fact that the existing public face PAD datasets are beginning to cover a variety of attack scenarios and acquisition conditions but their standard evaluation protocols do not encourage researchers to assess the generalization capabilities of their methods across these variations. In this present work, we introduce a new public face PAD database, OULU-NPU, aiming at evaluating the generalization of PAD methods in more realistic mobile authentication scenarios across three covariates: unknown environmental conditions (namely illumination and background scene), acquisition devices and presentation attack instruments (PAI). This publicly available database consists of 5940 videos corresponding to 55 subjects recorded in three different environments using high-resolution frontal cameras of six different smartphones. The high-quality print and videoreplay attacks were created using two different printers and two different display devices. Each of the four unambiguously defined evaluation protocols introduces at least one previously unseen condition to the test set, which enables a fair comparison on the generalization capabilities between new and existing approaches. The baseline results using color texture analysis based face PAD method demonstrate the challenging nature of the database. 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. In this paper, we propose and evaluate Use Your Illusion, a novel mechanism for user authentication that is secure and usable regardless of the size of the device on which it is used. Our system relies on the human ability to recognize a degraded version of a previously seen image. We illustrate how distorted images can be used to maintain the usability of graphical password schemes while making them more resilient to social engineering or observation attacks. Because it is difficult to mentally "revert" a degraded image, without knowledge of the original image, our scheme provides a strong line of defense against impostor access, while preserving the desirable memorability properties of graphical password schemes. Using low-fidelity tests to aid in the design, we implement prototypes of Use Your Illusion as i) an Ajax-based web service and ii) on Nokia N70 cellular phones. We conduct a between-subjects usability study of the cellular phone prototype with a total of 99 participants in two experiments. We demonstrate that, regardless of their age or gender, users are very skilled at recognizing degraded versions of self-chosen images, even on small displays and after time periods of one month. Our results indicate that graphical passwords with distorted images can achieve equivalent error rates to those using traditional images, but only when the original image is known.