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Virtual Reality over the Internet : An experimental study of common countermeasures when using VR applications over the Internet / Virtual Reality över Internet : En experimentell studie över vanliga motåtgärder vid användandet av VR applikationer över Internet

Currently, there is a lack of research behind the security of Virtual Reality against fingerprinting attacks and how these affect the Quality of Experience (QoE) and Quality of Service (QoS) for a user. With practical testing in a game which implements traffic shaping methods as security defences, this thesis aims to take the first step towards changing this. Here, tests were made testing QoS and QoE of countermeasures in a VR game using the game-engine Unity. The countermeasures utilized were random padding, random delays and VPNs. The conclusion reached was that using a delay had a significant impact on QoE, creating a high Round-Trip Time, while changing the packet size had minimal impact to both QoE and QoS. Additionally, utilizing a VPN yielded a minimal impact to both the QoE and QoS.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-196021
Date January 2023
CreatorsWetterström, Max, Rönn, Patric
PublisherLinköpings universitet, Institutionen för datavetenskap
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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