Methods, systems, and VR devices for providing behavior-based authentication in virtual environments

By capturing and analyzing user behavior data in virtual reality devices and using machine learning to generate behavioral models for authentication, the security and convenience issues of authentication in virtual environments are solved, achieving safer and more convenient user authentication.

CN114902293BActive Publication Date: 2026-02-03VISA INTERNATIONAL SERVICE ASSOCIATION
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Patent Information

Application Number
CN201980101788.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2019-11-01
Publication Date
2026-02-03
Estimated Expiration
2039-11-01

AI Technical Summary

Technical Problem

Existing authentication methods in virtual environments are inadequate in terms of security and convenience, are vulnerable to visual attacks, and require users to input PINs or patterns, which is inconvenient.

Method used

By capturing behavioral data of virtual reality device users in a virtual environment, using sensors and machine learning techniques to generate behavioral models, comparing real-time behavior with historical data, calculating scores and comparing them with predefined thresholds for authentication.

Benefits of technology

It provides a more secure and convenient authentication method, reduces the risk of visual attacks, avoids the inconvenience of users entering PINs or patterns, and improves security and user experience in the virtual environment.

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Abstract

A method includes capturing or receiving data associated with behavior of a user of a virtual reality device during a session in a virtual environment, wherein the data includes sensed input from one or more sensors associated with the user and information associated with user parameters; initiating authentication of the user in the virtual environment; comparing the captured or received data to historical data of the user, wherein the historical data is associated with user behavior monitored for multiple sessions over a period of time in the virtual environment; determining a score based on the comparison; comparing the score to a predefined threshold score; and authenticating the user in response to determining that the score is higher than the predefined threshold score.
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Description

Technical Field

[0001] This disclosure relates to the field of virtual reality, and more specifically to behavior-based authentication in virtual environments. Background Technology

[0002] In recent times, the field of computer security has evolved with the changing nature of technology. For example, with the proliferation of virtual reality and augmented reality devices between users, banks, and payment processing systems, effective payment security in virtual environments is now required.

[0003] Typically, for any access to resources such as payment transactions or other resources in a virtual environment, users are authenticated using various methods, such as gesture-based authentication, personal identification numbers (PINs), or pattern-based authentication. However, such authentication methods are not very effective in virtual environments. For example, for users working in a physical space, entering or re-entering a PIN or pattern during authentication is straightforward and causes very little inconvenience. However, during authentication in a virtual environment, the PIN or pattern can be entered or re-entered by the user within the virtual environment. This can be challenging because such authentication still makes PINs or patterns highly vulnerable to visual attacks.

[0004] Therefore, there is currently no efficient way to utilize user data in a virtual environment for additional security purposes. Thus, a secure and efficient environment is needed for providing authentication in virtual environments.

[0005] The information disclosed in the Background section of this disclosure is intended only to enhance the understanding of the general background of this disclosure and should not be construed as an admission or implication in any way that the information constitutes prior art. Summary of the Invention

[0006] In some non-limiting embodiments or aspects, a computer-implemented method is provided, comprising: capturing or receiving data associated with the behavior of a user of a virtual reality (VR) device during a session in a virtual environment using at least one processor, wherein the data includes sensory inputs associated with the user from one or more sensors and information associated with user parameters; initiating authentication of the user in the virtual environment using at least one processor; comparing the captured or received data with historical data of the user using at least one processor, wherein the historical data is associated with the user's behavior monitored for multiple sessions in the virtual environment over a period of time; determining a score based on the comparison using at least one processor; comparing the score with a predefined threshold score using at least one processor; and authenticating the user in response to determining, using at least one processor, that the score is higher than the predefined threshold score.

[0007] In some non-limiting embodiments or aspects, the one or more sensors include tactile sensors. In some non-limiting embodiments or aspects, the sensing input associated with the user includes at least one of the following: tactile data, eye movement data, brain activity data, or any combination thereof. In some non-limiting embodiments or aspects, user parameters include at least one of the following: the user's reactions at each instance of the session, the frequency of following instructions in the virtual environment, the recognition of patterns of one or more items in the virtual environment, the speed at which the user performs actions, the time spent on each action and path followed in the virtual environment, or any combination thereof. In some non-limiting embodiments or aspects, a predefined threshold score is calculated based on historical data associated with the user's behavior.

[0008] In some non-limiting embodiments or aspects, the method further includes providing authentication-related information from the VR device to an external system. In some non-limiting embodiments or aspects, the VR device performs at least one of the following steps: capturing or receiving data associated with the behavior of a user of the VR device during a session in a virtual environment; initiating authentication of the user in the virtual environment; comparing the captured or received data with the user's historical data; determining a score based on the comparison; comparing the score with a predefined threshold score; authenticating the user; or any combination thereof. In some non-limiting embodiments or aspects, an external system performs at least one of the following steps: capturing or receiving data associated with the behavior of a user of the VR device during a session in a virtual environment; initiating authentication of the user in the virtual environment; comparing the captured or received data with the user's historical data; determining a score based on the comparison; comparing the score with a predefined threshold score; authenticating the user; or any combination thereof.

[0009] In some non-limiting embodiments or aspects, a system is provided comprising: at least one processor; and a memory communicatively coupled to the processor, wherein the memory stores processor instructions that, when executed, cause the at least one processor to: capture or receive data associated with the behavior of a user of a virtual reality (VR) device during a session in a virtual environment, wherein the data includes sensed inputs associated with the user from one or more sensors and information associated with user parameters; initiate authentication of the user in the virtual environment; compare the captured or received data with historical data of the user, wherein the historical data is associated with the user's behavior monitored over a period of time for multiple sessions in the virtual environment; determine a score based on the comparison using the at least one processor; compare the score with a predefined threshold score using the at least one processor; and authenticate the user in response to determining, using the at least one processor, that the score is higher than the predefined threshold score.

[0010] In some non-limiting embodiments or aspects, at least one step of the steps is performed by at least one of the following: at least one processor of the VR device, at least one processor of an external system, or any combination thereof. In some non-limiting embodiments or aspects, the one or more sensors include haptic sensors. In some non-limiting embodiments or aspects, the sensing input associated with the user includes at least one of the following: haptic data, eye movement data, brain activity data, or any combination thereof. In some non-limiting embodiments or aspects, user parameters include at least one of the following: the user's reactions at each instance of the session, the frequency of following instructions in the virtual environment, the recognition of patterns of one or more items in the virtual environment, the speed at which the user performs actions, the time spent on each action and path followed in the virtual environment, or any combination thereof. In some non-limiting embodiments or aspects, the processor calculates a predefined threshold score based on historical data associated with the user's behavior.

[0011] In some non-limiting embodiments or aspects, a virtual reality (VR) device is provided, comprising: at least one processor; and a memory communicatively coupled to the processor, wherein the memory stores processor instructions that, when executed, cause the at least one processor to: capture data associated with the behavior of a user during a session in a virtual environment, wherein the data includes sensed inputs from one or more sensors associated with the user and information associated with user parameters; initiate authentication of the user in the virtual environment by: comparing the captured data with historical data of the user, wherein the historical data is associated with the user's behavior monitored over a period of time for multiple sessions in the virtual environment; calculating a score based on the comparison, wherein the score is compared with a predefined threshold score; and authenticating the user in response to determining that the score is higher than the predefined threshold score.

[0012] In some non-limiting embodiments or aspects, the one or more sensors include tactile sensors. In some non-limiting embodiments or aspects, the sensing input associated with the user includes at least one of the following: tactile data, eye movement data, brain activity data, or any combination thereof. In some non-limiting embodiments or aspects, user parameters include at least one of the following: the user's reactions at each instance of the session, the frequency of following instructions in the virtual environment, the recognition of patterns of one or more items in the virtual environment, the speed at which the user performs actions, the time spent on each action and path followed in the virtual environment, or any combination thereof. In some non-limiting embodiments or aspects, at least one processor calculates a predefined threshold score based on historical data associated with the user's behavior. In some non-limiting embodiments or aspects, at least one processor provides information about authentication to an external system.

[0013] This document discloses a computer-implemented method for providing behavior-based authentication in a virtual environment. In some non-limiting embodiments or aspects, the method may include capturing data associated with a user's behavior during a session in the virtual environment. The data includes sensed inputs associated with the user from one or more sensors and information associated with user parameters. The method includes initiating authentication of the user in the virtual environment. Authentication is initiated by comparing the captured data with the user's historical data. The historical data is associated with the user's behavior, and the user's behavior can be monitored over multiple sessions within a period of time in the virtual environment. Based on this comparison, the method includes calculating a score that is compared to a predetermined threshold score. Subsequently, the method includes authenticating the user based on this score. The user is authenticated when the score is higher than the predetermined threshold score.

[0014] Furthermore, this disclosure includes a virtual reality (VR) device for providing behavior-based authentication in a virtual environment. In some non-limiting embodiments or aspects, the VR device includes a processor and a memory communicatively coupled to the processor. The memory stores processor instructions that, when executed, cause the processor to capture data associated with a user's behavior during a session in the virtual environment. The data includes sensed inputs associated with the user from one or more sensors and information associated with user parameters. Upon capturing data, the VR device initiates authentication of the user in the virtual environment. Authentication is performed by comparing the captured data with the user's historical data. The historical data is associated with the user's behavior monitored during multiple sessions over a period of time in the virtual environment. Furthermore, the VR device calculates a score based on this comparison. This score is compared with a predetermined threshold score. Subsequently, the VR device authenticates the user based on this score, wherein the user is authenticated when the score is higher than the predefined threshold score.

[0015] The foregoing overview is merely illustrative and is not intended to be limiting in any way. In addition to the illustrative aspects, embodiments, and features described above, other aspects, embodiments, and features may become apparent from the drawings and the following detailed description. Additional features and advantages are achieved through the techniques of this disclosure. Other embodiments and aspects of this disclosure are described in detail herein and are considered part of the claimed disclosure. Attached Figure Description

[0016] The novel features and characteristics of this disclosure are set forth in the appended claims. However, the disclosure itself, as well as preferred modes of use, additional objectives, and advantages thereof, can be best understood by referring to the following detailed description of illustrative embodiments when read in conjunction with the accompanying drawings. The accompanying drawings, which are incorporated in and constitute a part of this disclosure, illustrate exemplary embodiments and, together with the description, serve to explain the principles disclosed. In the drawings, the leftmost digit of the reference numerals identifies the figure in which the reference numeral first appears. One or more embodiments will now be described by way of example only with reference to the accompanying drawings, wherein similar reference numerals denote similar elements, and in the drawings:

[0017] Figure 1 Exemplary environments for providing behavior-based authentication in a virtual environment are shown, according to some non-limiting embodiments or aspects of this disclosure;

[0018] Figure 2 Exemplary detailed block diagrams of virtual reality devices according to some non-limiting embodiments or aspects of this disclosure are shown;

[0019] Figure 3 Exemplary embodiments of virtual reality devices according to some non-limiting embodiments or aspects of this disclosure are shown;

[0020] Figure 4 Exemplary scenarios illustrating the provision of behavior-based authentication according to some non-limiting embodiments or aspects of this disclosure are shown; and

[0021] Figure 5 A flowchart illustrating method steps for providing behavior-based authentication in a virtual environment according to some non-limiting embodiments or aspects of this disclosure is shown.

[0022] Those skilled in the art will understand that any block diagram herein represents a conceptual view of an illustrative system embodying the principles of the subject matter of this invention. Similarly, it will be understood that any flowchart, diagram, state transition diagram, pseudocode, etc., represents various processes that can be substantially represented in a computer-readable medium and executed by a computer or processor, whether or not such a computer or processor is explicitly shown. Although each figure shows a particular embodiment for the purpose of illustrating clear examples, other embodiments may omit, add, reorder, and / or modify any elements shown in the figures. Detailed Implementation

[0023] In this document, the word "exemplary" is used herein to mean "serving as an example, illustration, or description." Any embodiment or implementation of the subject matter of the invention described herein as "exemplary" is not necessarily to be construed as preferred or advantageous over other embodiments.

[0024] In the following detailed description of embodiments of this disclosure, reference is made to the accompanying drawings, which form a part of this disclosure, and specific embodiments in which this disclosure may be practiced are illustrated by means of illustration. However, it should be understood that this disclosure is not intended to be limited to the forms disclosed, but rather, it is intended to cover all modifications, equivalents, and alternatives that fall within the spirit and scope of this disclosure. It should be understood that other embodiments may be utilized and changes may be made without departing from the scope of this disclosure. Therefore, the following description should not be considered restrictive.

[0025] The term "comprises" or any other variation thereof is intended to cover non-exclusive inclusion, such that an arrangement, apparatus, or method that includes a list of components or steps may include not only those components or steps but also other components or steps not expressly listed or inherent to such arrangement, apparatus, or method. In other words, without further constraints, one or more elements in a system or apparatus following "comprises…a" do not exclude the presence of other elements or additional elements in the system or method.

[0026] The term "includes / including" or any other variation thereof is intended to cover non-exclusive inclusion, such that an arrangement, apparatus, or method that includes a list of components or steps may include not only those components or steps but also other components or steps not expressly listed or inherent to such arrangement, apparatus, or method. In other words, without further constraints, one or more elements in a system or apparatus following "includes…a" do not exclude the presence of other elements or additional elements in the system or method.

[0027] The aspects, components, elements, structures, actions, steps, functions, instructions, etc., used herein should not be construed as critical or essential unless explicitly described as such. Furthermore, as used herein, the article “a” is intended to include one or more items and is interchangeable with “one or more” and “at least one.” Additionally, as used herein, the term “set” is intended to include one or more items (e.g., related items, unrelated items, combinations of related and unrelated items, etc.) and is interchangeable with “one or more” or “at least one.” Where only one item is desired, the term “a” or similar language is used. Furthermore, as used herein, the terms “having” and the like are intended to be open-ended terms. Additionally, unless explicitly stated otherwise, the phrase “based on” is intended to mean “at least partially based on.” Unless explicitly specified otherwise, the term “some non-limiting embodiments or aspects” means “one or more (but not all) embodiments or aspects of this disclosure.” The description of some non-limiting embodiments or aspects having several components communicating with each other does not imply that all of these components are required. Rather, various optional components are described to illustrate various possible embodiments of this disclosure.

[0028] When this document describes a single device or item, it will be apparent that more than one device / item (whether or not it works together) may be used in place of that single device / item. Similarly, when this document describes more than one device or item (whether or not it works together), it will be apparent that a single device / item may be used in place of more than one device or item, or that a different number of devices / items may be used in place of the number of devices or programs shown. The functionality and / or features of a device may alternatively be embodied by one or more other devices that are not explicitly described as having such functionality / features. Therefore, other embodiments of this disclosure need not include the device itself.

[0029] As used herein, the terms “communication,” “transmission,” “send,” and / or “receive” can refer to the receiving, accepting, sending, transmitting, or providing of information (e.g., data, signals, messages, instructions, commands, etc.). Communication between one unit (e.g., a device, system, component of a device or system, or a combination thereof) and another unit means that the first unit is able to receive information directly or indirectly from and / or send information to the other unit. This can refer to a direct or indirect connection that is inherently wired and / or wireless (e.g., a direct communication connection, an indirect communication connection, etc.). Furthermore, although the transmitted information may be modified, processed, relayed, and / or routed between the first and second units, the two units can also communicate with each other. For example, the first unit can communicate with the second unit even if it passively receives information and does not actively send information to the second unit. As another example, the first unit can communicate with the second unit if at least one intermediate unit (e.g., a third unit located between the first and second units) processes information received from the first unit and transmits the processed information to the second unit. In some non-limiting embodiments or aspects, a message may refer to a network packet (e.g., a data packet, etc.) that includes data. It should be understood that many other arrangements are possible.

[0030] As used herein, the terms “server” and / or “processor” can refer to one or more computing devices, such as processors, storage devices, and / or similar computer components, that communicate with client devices and / or other computing devices via a network (such as the Internet or a private network) and, in some examples, facilitate communication between other servers and / or client devices. It should be understood that various other arrangements are possible. As used herein, the term “system” can refer to one or more computing devices or combinations of computing devices, such as, but not limited to, processors, servers, client devices, software applications, and / or other similar components. Furthermore, as used herein, references to “server” or “processor” can refer to a previously listed server and / or processor described as performing a prior step or function, different servers and / or processors, and / or combinations of servers and / or processors. For example, as used in the specification and claims, a first server and / or first processor described as performing a first step or function can refer to the same or different server and / or processor described as performing a second step or function.

[0031] Non-limiting embodiments or aspects of this disclosure relate to computer-implemented methods and virtual reality (VR) devices for providing behavior-based authentication in virtual environments. With advancements in computer technology, virtual reality devices have gained significant importance in various fields such as education, advertising, and shopping. Typically, for any access to resources such as payment transactions or any other resources within a virtual environment, users are authenticated using various methods such as gesture-based authentication, PIN, or pattern-based authentication. However, such authentication methods in virtual environments are not very efficient. For example, for users working in physical spaces, entering or re-entering a PIN or pattern during authentication is straightforward and causes very little inconvenience. However, during authentication in a virtual environment, the PIN or pattern can be entered or re-entered by the user within the virtual environment. This can be challenging because such authentication can still make the PIN or pattern highly vulnerable to visual attacks.

[0032] Therefore, this disclosure relates to VR devices for providing behavior-based authentication in virtual environments. A VR device is a dedicated device associated with a user for experiencing and interacting with a simulated environment. This disclosure performs user authentication in a virtual environment by utilizing behavioral patterns exhibited by the user as they traverse the virtual environment. Real-time recorded user behavior patterns can be compared with historical data associated with the user's behavior. Based on this comparison, a score can be generated that can be compared to a predefined threshold score. Therefore, if the real-time calculated score is higher than the predefined threshold score, the user can be authenticated in the virtual environment.

[0033] The non-limiting embodiments or aspects of this disclosure have several advantages. For example, the embodiments improve the security of critical processes executed in a virtual environment. Furthermore, the non-limiting embodiments or aspects of this disclosure are more convenient for users because authentication is performed based on behavioral patterns, and users do not face the inconvenience of entering and re-entering PINs, patterns, or passwords. Therefore, the non-limiting embodiments or aspects of this disclosure provide a more secure and convenient method for user authentication in a virtual environment.

[0034] Figure 1 Exemplary environments for providing behavior-based authentication in a virtual environment are illustrated, according to some non-limiting embodiments or aspects of this disclosure. For example... Figure 1As shown, environment 100 includes a virtual reality (VR) device 101 associated with physical user 103. In some embodiments, physical user 103 is equipped with VR device 101 and VR gear, such as a haptic suit 105. Additionally, physical user 103 may be equipped with other VR gear, such as hand tools, haptic gloves, etc. Physical user 103 can interact with VR device 101 using, for example, a joystick, voice commands, etc. In some non-limiting embodiments or aspects, VR device 101 includes a display unit for presenting a virtual environment 107 to physical user 103. Figure 1 (Not explicitly shown in the text).

[0035] Virtual environment 107 is an interactive, computer-generated experience that occurs within a simulated environment presented to physical user 103 using VR device 101. Virtual environment 107 includes a virtual user 109 corresponding to physical user 103. Virtual user 109 is a program that performs actions similar to those of a real user based on input from physical user 103. Virtual user 109 is a representation of physical user 103 within virtual environment 107. Virtual user 109 can navigate within virtual environment 107 and perform one or more actions within one or more facilities (e.g., virtual shops like restaurants, virtual reality games, shopping malls, etc.) existing within virtual environment 107. Furthermore, physical user 103 can initiate payments for transactions within such facilities.

[0036] Furthermore, VR device 101 can communicatively connect to database 113 and external system 115 via communication network 111. In some non-limiting embodiments or aspects, external system 115 may include, but is not limited to, desktop computers, personal digital assistants (PDAs), laptops, smartphones, tablets, and any other computing devices. It should be understood that any other external device 115 not explicitly mentioned herein for communicating with VR device 101 may also be used. In some non-limiting embodiments or aspects, communication network 111 may include, for example, direct interconnect, e-commerce networks, peer-to-peer (P2P) networks, local area networks (LANs), wide area networks (WANs), wireless networks (e.g., using Wireless Application Protocol), the Internet, Wi-Fi® cellular networks, etc.

[0037] Initially, VR device 101 can monitor the behavior of virtual user 109 corresponding to physical user 103 within virtual environment 107 for multiple sessions initiated by physical user 103 for different facilities. In some non-limiting embodiments or aspects, a session may involve activities performed by physical user 103 within virtual environment 107 for a period of time, such as playing games or shopping. Based on this monitoring, VR device 101 can store parameters associated with the behavior of physical user 103 as historical data. For example, the parameters may be in the form of unstructured data, which can be stored in a database, such as a JSON or key-value pair format NoSQL database.

[0038] In some non-limiting embodiments or aspects, VR device 101 may use machine learning techniques to generate behavioral models. In some non-limiting embodiments or aspects, VR device 101 may use models such as DNN (Deep Neural Network), RNN (Recurrent Neural Network), etc. It should be understood that any other machine learning model can be used to generate the behavioral models disclosed herein. In some non-limiting embodiments or aspects, different behavioral models may be generated for physical user 103 based on the nature of the facility. Historical data associated with physical user 103 may be used to train the behavioral models.

[0039] In one exemplary embodiment, the virtual session is initiated by physical user 103 in virtual environment 107, as represented by virtual user 109 and as... Figure 1 As shown. In this scenario, as the virtual user 109 moves within the virtual environment 107, the VR device 101 can capture data associated with the behavior of the virtual user 109. In some non-limiting embodiments or aspects, the behavior-associated data can define each movement and action performed by the virtual user 109 within the virtual environment 107.

[0040] In some non-limiting embodiments or aspects, the data may include sensing input associated with the virtual user 109 and information associated with user parameters. Sensing input may be received from one or more sensors configured in the VR device. For example, one or more sensors may include haptic sensors. Haptic sensors can recreate tactile sensations by generating a combination of force, vibration, and motion sensations on the physical user 103. It should be understood that any other sensor may be used as an alternative to haptic sensors in this disclosure. In addition to using a combination of force, vibration, and motion, haptic sensors may use force feedback loops to manipulate the movement of the physical user 103. Typically, the basic principle of a haptic sensor is to generate an electric current that produces a driving response to generate vibration.

[0041] Sensory input associated with the physical user 103 may include, but is not limited to, tactile data, eye movement data, and / or activities associated with the physical user 103's brain, such as brain imaging data. Furthermore, user parameters may include, but are not limited to, the virtual user 109's responses at each instance of the session, the frequency of following instructions in the virtual environment 107, patterns of recognizing one or more items in the virtual environment 107, the speed at which the virtual user 109 performs actions, the time spent on each action and path followed in the virtual environment 107, or any combination thereof. For example, if the physical user 103 is in a shopping mall represented by the virtual environment 107 and is moving to different stores within the mall, the VR device 101 may store different movement patterns within the mall. In another example, the physical user 103 may enter a virtual house, and the physical user 103 may follow a pattern of entering the living room, leaving the car keys on the table, and moving to the game room.

[0042] After capturing data, VR device 101 can initiate authentication of physical user 103 within virtual environment 107. For authentication, VR device 101 can compare the captured data with historical data of physical user 103. In some non-limiting embodiments or aspects, VR device 101 can perform the comparison by passing the captured data through an associated behavioral model. For example, if a session is initiated for a shopping mall, a behavioral model associated with the mall can be initiated to compare the behavior of physical user 103 in virtual environment 107. In some non-limiting embodiments or aspects, the captured data, in the form of signals, waveforms, coordinate sets, measurements, etc., from physical user 103's device, can be normalized and mapped to text form. The text form is fed into a machine learning behavioral model to provide a score for the captured data.

[0043] Therefore, based on this comparison, VR device 101 can use a behavior model to calculate a score, which can be compared with a predetermined threshold score. In some non-limiting embodiments or aspects, the score is derived from the behavior model based on feature matching (converted text for user actions) in the current action of virtual user 109. In some non-limiting embodiments or aspects, the initiation, comparison, and / or scoring steps can be implemented outside of VR device 101. In some non-limiting embodiments or aspects, a predefined threshold score is calculated based on historical data associated with the behavior of physical user 103. In some non-limiting embodiments or aspects, the threshold score can be fixed based on the requirements of the organization associated with VR device 101 and the stability of the machine learning model. For example, if the behavior model is chosen as a DNN, then in this case, although a large number of layers in the DNN can provide efficiency up to a certain point, this large number of layers can also increase the total processing time. Therefore, when data is passed to the DNN, it can accumulate additions and penalties to the score, which can be compared with a threshold score (e.g., the threshold score is 80, where the score can be between 0 and 100). Furthermore, in some non-limiting embodiments or aspects, the behavioral model may include a combination of a DNN and a structured prediction network, which may increase or decrease the score for the captured data. Therefore, based on this score, the VR device 101 may authenticate the virtual user 109 in the virtual environment 107. For example, the virtual user 109 is authenticated when the score is higher than a predefined threshold score.

[0044] Figure 2 Exemplary detailed block diagrams of virtual reality devices according to non-limiting embodiments or aspects of this disclosure are shown. Figure 2 As shown, VR device 101 may include at least a processor 201 and a memory 203 for storing instructions executable by the processor 201. The processor 201 may include at least one data processor for executing program components of user- or system-generated requests. The memory 203 is communicatively coupled to the processor 201. VR device 101 also includes an input / output (I / O) interface 204. The I / O interface 204 is coupled to the processor 201, through which input signals and / or output signals are transmitted. In some non-limiting embodiments or aspects, VR device 101 and processor 201 may be considered a single unit. Figure 3 An exemplary embodiment of a plurality of VR devices (3011, 3012, … 301N) connected to the processing system 303 is shown. For example, a supplier may manufacture VR device 101 such that a processor 201 for authenticating physical user 103 is configured within VR device 101.

[0045] Alternatively, the VR device 301 and the processing system 303 can be independent, such that each VR device 301 can be communicatively coupled to the processing system 303. In an example embodiment, consider an interactive virtual tour scenario. The VR device 101 can be configured with a virtual environment 107 having multiple landmarks in the tour. In this case, the physical user 103 can use the VR device 101 to virtually explore the landmarks using the virtual environment 107.

[0046] During exploration, VR device 101 can capture data related to the physical user 103, such as eye gaze angles and patterns formed by gaze movements. Gazing movements can be related to drawing lines in the air. Additionally, VR device 101 can capture data such as the time spent gazing at objects during a tour, areas of detail (e.g., always looking at a statue first, then reading the description beneath it), and sensory input from haptic suit 105. Sensory input can include the frequency of pointing gazes at objects not in front, patterns of following VR instructions, patterns of hand movement, preferred hand, preferred way of exploring a location by moving left or right, acceptable deviations from the average time spent completing a tour, or any combination thereof. For example, tours of "19 minutes and 5 minutes" could both be mapped onto a scale from "0 to 1" to measure averages.

[0047] In some non-limiting embodiments or aspects, the data stored in memory 203 may include user data 205, historical data 207, threshold scores 209, behavioral models 211, and other data 213. User data 205 may include details of the behavior of the physical user 103 captured during a session. Details may include sensed inputs and user parameters. In some non-limiting embodiments or aspects, sensed inputs include one or more signals received from one or more sensors configured at different virtual devices. Sensed inputs may include tactile (e.g., touch) data, eye movement (or tracking) data, and activity associated with the physical user 103's brain. User parameters may include the user's responses in each instance of the session, the frequency of the following instructions in the virtual environment 107, patterns of recognizing one or more items in the virtual environment 107, the speed at which the physical user 103 performs actions, the time spent on each action and path followed in the virtual environment 107, or any combination thereof.

[0048] Historical data 207 may include data monitored for multiple sessions initiated by physical user 103 in the past for different facilities. In some non-limiting embodiments or aspects, historical data 207 may be stored in database 113. Threshold scores 209 may include predefined threshold scores generated for physical user 103 for different virtual facilities. Behavioral models 211 may include behavioral models generated for different virtual facilities using machine learning techniques. In some non-limiting embodiments or aspects, other data 213 may include information about the virtual environment 107, including details about the location of facilities or specific objects within the virtual environment 107.

[0049] In some non-limiting embodiments or aspects, the VR device 101 may include a communication unit 215, a sensing unit 217, a projector 219, a comparison unit 221, a score calculation unit 223, an authentication unit 225, and a display unit 227. The communication unit 215 is housed on the VR device 101 and is responsible for receiving information from one or more sensors associated with the VR device 101. Furthermore, the communication unit 215 may be responsible for sending and receiving information from an external system 115. The communication unit 215 may include a wired or wireless interface for communicating with one or more sensors associated with the VR device 101.

[0050] Sensing unit 217 may be housed on or outside VR device 101 and communicatively coupled to processor 201. Sensing unit 217 may include one or more sensors associated with VR device 101. Additionally, sensing unit 217 may receive input from other sensors configured at different virtual devices. Examples of the one or more sensors include haptic sensors, image capture units, microphones, eye-tracking sensors, motion-tracking sensors, infrared sensors, joysticks, game controllers, and head-motion-tracking sensors. Projector 219 is housed on VR device 101 and communicatively coupled to processor 201. Projector 219 is used to project virtual environment 107 onto display unit 227 of VR device 101.

[0051] Comparison unit 221 can compare data captured during a session in virtual environment 107 with historical data associated with physical user 103. In some non-limiting embodiments or aspects, the comparison can be performed externally to VR device 101. In this case, external system 115 may contain historical data. External system 115 can receive captured data from VR device 101, compare it with historical data, and transmit the comparison result to VR device 101.

[0052] The score calculation unit 223 can calculate a score based on this comparison. In some non-limiting embodiments or aspects, the score can indicate the confidence level that the physical user 103 is an actual authorized user. The score calculation unit 223 can compare the calculated score with a predetermined threshold. In some non-limiting embodiments or aspects, the score calculation can be performed outside of the VR device 101. In this case, the VR device 101 can receive the calculated score from the external system 115 for comparison with the predetermined threshold. In some non-limiting embodiments or aspects, the comparison of the score with the predetermined threshold can be performed outside of the VR device 101.

[0053] Authentication unit 225 can authenticate physical user 103 based on comparison. For example, if the score is greater than a predefined threshold score, physical user 103 is authenticated in virtual environment 107. For example, in a virtual reality game played by virtual user 109, the predefined threshold score is set to "80". To purchase additional points, virtual user 109 needs to be authenticated. Data of virtual user 109 is captured during the virtual reality game, and a score is calculated. If the score calculated for virtual user 109 during the game is "90", virtual user 109 is authenticated to purchase additional points. Alternatively, if the score is less than the predefined threshold score, physical user 103 is not authenticated. For example, consider the same virtual reality game played by virtual user 109, where the predefined threshold score is set to "80". To purchase additional points, virtual user 109 needs to be authenticated. Data of virtual user 109 is captured during the virtual reality game, and a score is calculated. If the score calculated for virtual user 109 during the game is "75", virtual user 109 is not authenticated to purchase additional points. In some non-limiting embodiments or aspects, authentication can be performed externally to VR device 101, and the authentication result can be transmitted to VR device 101 for further processing and action. Display unit 227 is housed in VR device 101 and communicatively coupled to processor 201. Display unit 227 displays a virtual environment 107 projected by projector 219 to physical user 103. In some non-limiting embodiments or aspects, display unit 227 may be a flat panel display or a curved display.

[0054] Figure 4 Exemplary scenarios illustrating behavior-based authentication according to some non-limiting embodiments or aspects of this disclosure are shown. Reference is now made to... Figure 4 An exemplary representation 400 of a virtual marketplace 401 for providing behavior-based authentication is shown. The exemplary representation 400 includes a virtual marketplace 401, which includes a virtual user 403 associated with a physical user 103 (not explicitly shown). The physical user 103 may be equipped with a VR device 101. It should be understood that... Figure 4This is an exemplary embodiment, and the disclosure may also include other types of virtual facilities. Once the virtual user 403 is in the virtual mall 401, the VR device 101 can capture behavioral data from various sensors, such as sensors in the haptic suit 105. As the virtual user 403 moves within the virtual mall 401, the VR device 101 can capture data such as the preferred entry point of the virtual user 403 to the virtual mall 401. For example, the virtual user 403 may always prefer a floor entrance. Furthermore, for example, if the virtual user 403 purchases any item, the VR device 101 can capture patterns of item purchase, such as category selection followed by item selection, the time spent, for example, between the virtual user 403 approaching an item and picking it up, the angle of eye gaze, etc.

[0055] Furthermore, in the virtual mall 401, the VR device 101 can capture information about stores of interest within the virtual mall 401 and the paths followed when moving between them, the time spent on each item, hand and preferred hand movement patterns, etc. The data captured for the virtual user 403 is compared with historical data. For example, consider that the virtual user 403 enters the lower level to access the virtual mall 401, following a pattern of first going to store 1 and then to lower level store 3. This pattern of the virtual user 403 is compared with historical data. Based on this comparison, the VR device 101 can calculate a score for the virtual user 403. For example, out of ten virtual users, nine of the virtual user 403's patterns match the historical data of the physical user 103. In this case, the VR device 101 can compare the score with a predefined threshold score associated with the virtual mall environment. Consider that the predefined threshold score for the virtual mall environment is 80. In this case, if the virtual user 403 makes a payment transaction, the VR device 101 can authenticate the virtual user 403 in the virtual mall 401.

[0056] Figure 5 A flowchart 500 illustrates method steps for providing behavior-based authentication in a virtual environment according to some non-limiting embodiments or aspects of this disclosure. The order in which the methods are described is not to be construed as limiting, and the methods can be implemented by combining any number of the described method blocks in any order. Furthermore, individual blocks may be removed from the methods without departing from the spirit and scope of the subject matter described herein. Moreover, the methods can be implemented in any suitable hardware, software, firmware, or combinations thereof.

[0057] In block 501, sensing unit 217 can capture data associated with the behavior of physical user 103 during a session in virtual environment 107. In some non-limiting embodiments or aspects, the data includes sensed inputs associated with physical user 103 from one or more sensors and information associated with user parameters. In block 503, comparison unit 221 can compare the captured data with historical data of physical user 103. Historical data is associated with the behavior of physical user 103 monitored over a period of time for multiple sessions in virtual environment 107. In block 505, score calculation unit 223 can calculate a score based on the comparison. This score is compared with a predetermined threshold score. In block 507, authentication unit 225 can authenticate physical user 103 based on the score. When the score is higher than the predefined threshold score, authentication unit 225 authenticates physical user 103.

[0058] As described above, any of the above method steps can be executed by, performed by, or implemented on the VR device 101, associated processor 303, external system 115, etc.

[0059] Figure 5 The operations illustrated show specific events occurring in a particular order. In alternative embodiments, some operations may be performed, modified, or removed in a different order. Furthermore, steps may be added to the logic described above, and these steps still conform to the described embodiments. Additionally, the operations described herein may be performed sequentially, or some operations may be processed in parallel. However, operations may be performed by a single processing unit or distributed processing units.

[0060] The computer-implemented method for providing behavior-based authentication can be applied to any of VR, Augmented Reality (AR), and Mixed Reality (MR) environments, where a given user behavior in any of them can be leveraged to provide a better security posture to any system implemented through authentication. Furthermore, this disclosure helps users develop better trust at virtual points of sale.

[0061] The description of embodiments having several components communicating with each other does not imply that all of these components are necessary. Rather, various optional components are described to illustrate various possible embodiments of this disclosure. The method steps and operations discussed herein can describe specific events occurring in a particular order. In alternative embodiments, certain operations may be performed, modified, or removed in a different order. Furthermore, steps may be added to the logic described above, and these steps still conform to the described embodiments. Additionally, the operations described herein may occur sequentially, or some operations may be processed in parallel. Furthermore, operations may be performed by a single processing unit or by distributed processing units.

[0062] Finally, the language used in this specification has been chosen primarily for readability and edibility purposes, and not for defining or limiting the subject matter of the invention. Therefore, it is intended that the scope of this disclosure be limited not by this detailed description, but by any claims relating to applications based on this disclosure. Thus, the disclosure of embodiments of this disclosure is intended to be illustrative, and not to limit the scope of the disclosure as set forth in the appended claims.

[0063] While various aspects and embodiments have been disclosed herein, other aspects and embodiments will be apparent to those skilled in the art. The aspects and embodiments disclosed herein are for illustrative purposes and are not intended to be limiting, wherein the true scope and spirit are indicated by the appended claims.

Claims

1. A method for providing behavior-based authentication in a virtual environment using a computer implementation, characterized in that, The method includes: Using at least one processor, data is captured or received that is associated with the user's behavior during multiple past sessions in a virtual reality (VR) environment to form the user's historical data. The system uses at least one processor to capture or receive data associated with the behavior of a user of the VR device during a current session in a virtual environment, wherein the data includes sensor inputs associated with the user from one or more sensors and information associated with user parameters; The authentication of the user in the virtual environment is initiated using at least one processor; By passing the captured or received data of the current session through an associated behavioral model, at least one processor compares the captured or received data of the current session with the user's historical data. The score is determined based on the comparison using the behavioral model and at least one processor. The score is compared with a predefined threshold score using at least one processor; and The user is authenticated in response to determining, using at least one processor, that the score is higher than the predefined threshold score.

2. The computer-implemented method according to claim 1, characterized in that, The one or more sensors include tactile sensors.

3. The computer-implemented method according to claim 1, characterized in that, The sensing inputs associated with the user include at least one of the following: tactile data, eye movement data, and brain activity data.

4. The computer-implemented method according to claim 1, characterized in that, The user parameters include at least one of the following: the user's response at each instance of the session, the frequency with which instructions are followed in the virtual environment, the pattern of recognizing one or more items in the virtual environment, the speed at which the user performs actions, and the time spent on each action and path followed in the virtual environment.

5. The computer-implemented method according to claim 1, characterized in that, The predefined threshold score is calculated based on the historical data associated with the user's behavior.

6. The computer-implemented method according to claim 1, characterized in that, The method also includes the VR device providing information associated with the authentication to an external system.

7. The computer-implemented method according to claim 1, characterized in that, The VR device performs at least one of the following steps: Capture or receive data associated with the behavior of the user of the VR device during the current session in the virtual environment; Initiate authentication for the user in the virtual environment; Compare the captured or received data with the user's historical data; The score is determined based on the comparison; Compare the score with a predefined threshold score; The user is authenticated.

8. The computer-implemented method according to claim 1, characterized in that, The external system performs at least one of the following steps: Capture or receive data associated with the behavior of the user of the VR device during the current session in the virtual environment; Initiate authentication for the user in the virtual environment; Compare the captured or received data with the user's historical data; The score is determined based on the comparison; Compare the score with a predefined threshold score; The user is authenticated.

9. A system for providing behavior-based authentication in a virtual environment, characterized in that, The system includes: At least one processor; and A memory communicatively coupled to the processor, wherein the memory stores processor instructions that, when executed, cause the at least one processor to perform the following steps: Capture or receive data associated with a user's behavior during multiple past sessions in a virtual reality (VR) environment to form the user's historical data. Capture or receive data associated with the behavior of a user of the VR device during a current session in a virtual environment, wherein the data includes sensor inputs associated with the user from one or more sensors and information associated with user parameters; Initiate authentication for the user in the virtual environment; By passing the captured or received data of the current session through the associated behavioral model, the captured or received data of the current session is compared with the user's historical data; The score is determined based on the comparison using the behavioral model and at least one processor. The score is compared with a predefined threshold score using at least one processor; and The user is authenticated in response to determining, using at least one processor, that the score is higher than the predefined threshold score.

10. The system according to claim 9, characterized in that, At least one of the steps is performed by at least one of the following: at least one processor of the VR device, or at least one processor of an external system.

11. The system according to claim 9, characterized in that, The one or more sensors include tactile sensors.

12. The system according to claim 9, characterized in that, The sensing inputs associated with the user include at least one of the following: tactile data, eye movement data, and brain activity data.

13. The system according to claim 9, characterized in that, The user parameters include at least one of the following: the user's response at each instance of the session, the frequency with which instructions are followed in the virtual environment, the pattern of recognizing one or more items in the virtual environment, the speed at which the user performs actions, and the time spent on each action and path followed in the virtual environment.

14. The system according to claim 9, characterized in that, The processor calculates the predefined threshold score based on the historical data associated with the user's behavior.

15. A virtual reality (VR) device that provides behavior-based authentication in a virtual environment, characterized in that, The VR device includes: At least one processor; and A memory communicatively coupled to the processor, wherein the memory stores processor instructions that, when executed, cause the at least one processor to: Capture or receive data associated with a user's behavior during multiple past sessions in a virtual environment to form the user's historical data. Capture data associated with a user’s behavior during a current session in a virtual environment, wherein the data includes sensor inputs associated with the user from one or more sensors and information associated with user parameters; The user is authenticated in the virtual environment by the following steps: By passing the captured or received data of the current session through the associated behavioral model, the captured data is compared with the user's historical data; A score is calculated using the behavioral model based on the comparison, wherein the score is compared with a predefined threshold score; and The user is authenticated in response to determining that the score is higher than the predefined threshold score.

16. The VR device according to claim 15, characterized in that, The one or more sensors include tactile sensors.

17. The VR device according to claim 15, characterized in that, The sensing inputs associated with the user include at least one of the following: tactile data, eye movement data, and brain activity data.

18. The VR device according to claim 15, characterized in that, The user parameters include at least one of the following: the user's response at each instance of the session, the frequency with which instructions are followed in the virtual environment, the pattern of recognizing one or more items in the virtual environment, the speed at which the user performs actions, and the time spent on each action and path followed in the virtual environment.

19. The VR device according to claim 15, characterized in that, The at least one processor calculates the predefined threshold score based on historical data associated with the user's behavior.

20. The VR device according to claim 15, characterized in that, The at least one processor provides information about authentication to external systems.

Citation Information

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