Deep Learning for Virtual Reality User Identification: A Benchmark

Fuente: arXiv
Salvato in:
Dettagli Bibliografici
Autori principali: Frizzo, Davide, Genilotti, Fabrizio, Petrovic, David, Stropeni, Arianna, Borsatti, Francesco, Pezze, Davide Dalle, De Monte, Riccardo, Barusco, Manuel, Susto, Gian Antonio
Natura: Preprint
Pubblicazione: 2026
Soggetti:
Accesso online:
Tags: Aggiungi Tag
Nessun Tag, puoi essere il primo ad aggiungerne!!
_version_ 1866917417212444672
author Frizzo, Davide
Genilotti, Fabrizio
Petrovic, David
Stropeni, Arianna
Borsatti, Francesco
Pezze, Davide Dalle
De Monte, Riccardo
Barusco, Manuel
Susto, Gian Antonio
author_facet Frizzo, Davide
Genilotti, Fabrizio
Petrovic, David
Stropeni, Arianna
Borsatti, Francesco
Pezze, Davide Dalle
De Monte, Riccardo
Barusco, Manuel
Susto, Gian Antonio
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2604_16341
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Deep Learning for Virtual Reality User Identification: A Benchmark
Frizzo, Davide
Genilotti, Fabrizio
Petrovic, David
Stropeni, Arianna
Borsatti, Francesco
Pezze, Davide Dalle
De Monte, Riccardo
Barusco, Manuel
Susto, Gian Antonio
Human-Computer Interaction
Computer Vision and Pattern Recognition
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.
title Deep Learning for Virtual Reality User Identification: A Benchmark
topic Human-Computer Interaction
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2604.16341