cs.HCMar 14, 2026

Deep Learning for Virtual Reality User Identification: A Benchmark

Authors: Davide Frizzo, Fabrizio Genilotti, David Petrovic, Arianna Stropeni, Francesco Borsatti, Davide Dalle Pezze, Riccardo De Monte, Manuel Barusco, 

Organizations: University of Padova, Italy

Abstract

Virtual Reality (VR) applications require robust user identification systems to ensure secure access to equipment and protect worker identities. Motion tracking data from VR headsets and controllers has emerged as a powerful behavioral biometric, with recent studies demonstrating identification accuracies exceeding 94% across a large user base. However, the application of modern deep learning architectures, particularly State Space Models (SSM), to VR scenarios remains largely unexplored. In this work, we benchmark user identification performance across the large-scale Who is Alyx VR dataset, gathering data from 71 users playing the popular Half-Life:Alyx game. We evaluate both established architectures (Long Short-Term Memory (LSTM), Gated Recurrent Unit (GRU), Convolutional Neural Network (CNN), Temporal Convolutional Network (TCN), Transformer) and the emerging SSMs on time series motion data. Our results provide the first comprehensive benchmark of state-of-the-art and novel architectures for VR user identification, establishing baseline performance metrics for future privacy preserving authentication systems in manufacturing environments.

Figures & tables

Explore similar work

Aug 30, 2026

MoSign: Challenge-Response Motion-Watermark Authentication for Anonymous Virtual-Reality Users

Social virtual reality (VR) creates a paradox. A user's body motion is a high-entropy biometric: head and hand trajectories alone re-identify users among tens of thousands with over 94%94\% accuracy, so anonymizing the rendered avatar is a practical necessity. Yet a user often still wants to prove their identity to a chosen party from inside that anonymity. We present MoSign, which recasts digital watermarking as a challenge-response authentication protocol on the motion channel. MoSign embeds a time-varying keyed message into the style latent of a motion variational autoencoder via keystream-whitened Gaussian-Shading: watermarked motion is provably indistinguishable from watermark-free motion, since any detector's advantage reduces to breaking a pseudorandom function, so the mark composes with anonymization. The message is a keyed MAC over an epoch counter, a session nonce, and a deployment context, making MoSign replay-resistant and bounding forgery by the verifier's measured false-accept rate times the adversary's online query budget. A key-holding verifier decides with a sequential test. We identify render→\rightarrowrecord→\rightarrowre-estimate ("recapture") as the realistic VR attack surface: a generic pose estimator strips the necessarily subtle watermark, but a recapture-robust keyed reader recovers it (up to 0.960.96 codeword accuracy on a projected-2D channel, 0.810.81 through a full render-to-video loop), while without the key recovery stays at chance. On HumanML3D, MoSign authenticates every legitimate user at a false-accept rate of 10−410^{-4} on clean and most channels and stays undetectable (detection AUC 0.510.51, chance 0.50.5); on the BOXRR-23 VR dataset it carries the mark through a real anonymizer at 0.990.99 codeword accuracy and adds no de-anonymization side channel.
Jul 22, 2026

Ocular Verification for Virtual Reality

Virtual reality (VR) headsets (e.g., Meta Quest, Apple Vision Pro) provide a seamless user experience due to their fast, frictionless interaction with the physical world in a simulated environment. User authentication relies on biometric cues such as iris in such headsets. However, traditional iris recognition protocols may not be adequate in cases of unconstrained acquisition, which is typical of VR-based data. In this work, we examine three crucial aspects: (1) evaluating ISO/IEC 29794-6 iris quality metrics on VRBiom dataset and analyzing their limitations, (2) addressing data-specific challenges such as off-axis gaze, non-uniform illumination, and specular reflection using generative models, and (3) performing unimodal (iris, periocular) recognition and multimodal score-level fusion (iris + periocular). We observe that some metrics (e.g., margin adequacy) fail on VR-acquired data; whereas, image adjustments primarily benefit periocular recognition, and multimodal fusion lowers EER by ~11% over unimodal iris recognition performance. We will release the evaluation scripts upon acceptance for reproducibility.
Apr 18, 2026

Lightweight Cybersickness Detection based on User-Specific Eye and Head Tracking Data in Virtual Reality

The occurrence of cybersickness in virtual reality (VR) significantly impairs users' perception and sense of immersion. Therefore, timely detection of cybersickness and the application of appropriate intervention strategies are crucial for enhancing the user experience. However, existing cybersickness detection methods often suffer from issues such as poor detection reliability across different levels of cybersickness and unnecessary model complexity. Furthermore, while cybersickness exhibits significant inter-user variability, most existing approaches aggregate all data from users and lack user-specific solutions. In this paper, we investigate a lightweight approach for cybersickness detection incorporating an ensemble learning model and user-specific eye and head tracking data. Our experiments using the open-source dataset Simulation 2021 demonstrate that feature engineering and training set construction are critical for determining detection performance. Models trained with data from similar-content segments achieve the best results, attaining detection accuracies of 93% in the cross-user setting and 88% in the user-personalized setting, using only 23-dimensional eye and head features. Moreover, by using user-specific data, well-tuned ensemble learning models with shorter training and inference times can be feasibly applied to real-world cybersickness detection, offering superior time efficiency and outstanding detection performance. This work offers useful evidence toward the development of lightweight and user-adaptive cybersickness detection models for VR applications.