Deep Learning for Virtual Reality User Identification: A Benchmark
Fuente:
arXiv
Salvato in:
| Autori principali: | , , , , , , , , |
|---|---|
| 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 |