Gaming the Gamer: Adversarial Fingerprinting of Gaming Apps using Smartphone Accelerometers

被引:0
|
作者
Matovu, Richard [1 ]
Serwadda, Abdul [1 ]
机构
[1] Texas Tech Univ, Lubbock, TX 79409 USA
来源
2018 9TH IEEE ANNUAL UBIQUITOUS COMPUTING, ELECTRONICS & MOBILE COMMUNICATION CONFERENCE (UEMCON) | 2018年
关键词
Adversarial Fingerprinting; Accelerometer; Gyroscope;
D O I
暂无
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
A wide range of mobile applications continuously access motion and orientation sensor data to learn patterns for their operations. This unfeterred access to rich streams of data from multiple sensors raises the question of whether sensitive personal information might be inferred by these sensor-oriented applications. In this paper, we demonstrate a previously unexplored privacy threat that could be posed by a rogue background mobile app accessing sensor data on a smartphone. The core driving mechanism behind the attack is that the unique GUI components of different apps cause unique sensor data patterns during routine usage of the apps. This in turn makes it possible to fingerprint a specific app and identify it based on its associated sensor signature. Using the most popular mobile gaming apps as a case study, we show the attack to attain up to 75% in one attempt and about 93% in the three attempts. The paper further questions the idea of apps having access to motion and orientation sensor data without asking for permission from the end-users.
引用
收藏
页码:489 / 496
页数:8
相关论文
共 50 条
  • [21] Ads in gaming apps: experiential value of gamers
    Valaei, Naser
    Bressolles, Gregory
    Khan, Hina
    Low, Yee Min
    INDUSTRIAL MANAGEMENT & DATA SYSTEMS, 2022, 122 (01) : 78 - 106
  • [22] Assemblage, adaptation and apps: Smartphones and mobile gaming
    Christensen, Christian
    Prax, Patrick
    CONTINUUM-JOURNAL OF MEDIA & CULTURAL STUDIES, 2012, 26 (05): : 731 - 739
  • [23] Gaming or Gambling? Unmasking Online Gaming Apps as Gambling Platforms in Indian Youth: A Case Series
    Mittal, Shiva
    INDIAN JOURNAL OF PSYCHIATRY, 2025, 67 : S61 - S61
  • [24] The Use of Smartphone Serious Gaming Apps in the Treatment of Substance Use Disorders: Observational Study on Feasibility and Acceptability
    Schilt, Thelma
    Ruijter, Elvira Sharine
    Godeschalk, Nikky
    van Haaster, Marit
    Goudriaan, Anna E.
    JMIR FORMATIVE RESEARCH, 2022, 6 (09)
  • [25] An instrument to build a gamer clustering framework according to gaming preferences and habits
    Manero, Borja
    Torrente, Javier
    Freire, Manuel
    Fernandez-Manjon, Baltasar
    COMPUTERS IN HUMAN BEHAVIOR, 2016, 62 : 353 - 363
  • [26] Smartphone gaming and frequent use pattern associated with smartphone addiction
    Liu, Chun-Hao
    Lin, Sheng-Hsuan
    Pan, Yuan-Chien
    Lin, Yu-Hsuan
    MEDICINE, 2016, 95 (28)
  • [27] THE CRITERIA TO DIAGNOSE INTERNET GAMING DISORDER FROM CAUSAL ONLINE GAMER
    Ko, Chih-Hung
    Yen, Ju-Yu
    ADDICTION, 2014, 109 (09) : 1411 - 1412
  • [28] Results of the GAMER trial: gaming for adherence to medication using E-health in rheumatoid arthritis
    Pouls, B. P. H.
    Bekker, C. L.
    Vriezekolk, J. E.
    van Dulmen, S.
    van den Bemt, B. J. F.
    INTERNATIONAL JOURNAL OF CLINICAL PHARMACY, 2022, 44 (01) : 277 - 277
  • [29] For Whom the Gamer Trolls: A Study of Trolling Interactions in the Online Gaming Context
    Cook, Christine
    Conijn, Rianne
    Schaafsma, Juliette
    Antheunis, Marjolijn
    JOURNAL OF COMPUTER-MEDIATED COMMUNICATION, 2019, 24 (06) : 293 - 318
  • [30] Results of the gamer trial: gaming for adherence to medication using e-health in rheumatoid arthritis
    Pouls, Bart
    Bekker, Charlotte
    Vriezekolk, Joke
    van Dulmen, Sandra
    van den Bemt, Bart
    INTERNATIONAL JOURNAL OF CLINICAL PHARMACY, 2021, 43 (06) : 1768 - 1769