Mayu Fujita, Shodai Kurasaki, and Akira Kanaoka, Toho University
Virtual Reality (VR) environments are expanding into sensitive application areas, yet their security vulnerabilities remain underexplored. In this poster, we investigate 3D object spoofing by focusing on two complementary approaches: Shielding for primitive objects and Wrapping for basic objects. For Shielding, we evaluate both plane-based and mesh-based methods that generate spoofing objects designed to obscure the target object in a VR scene. For Wrapping, we propose two techniques that slightly enlarge spoofing objects to effectively conceal the target objects. Our experimental evaluations reveal critical challenges, including parallax-induced misalignment, increased computational overhead, and visual artifacts such as surface flickering, that can compromise the natural appearance of spoofing. We further discuss countermeasures such as enhanced security review processes in asset marketplaces and machine learning-based anomaly detection to mitigate these risks. Our findings provide a technical foundation for understanding spoofing attacks in VR and offer practical guidelines for improving the security of immersive environments.
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