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dc.contributor.author
Lazaridis, Napoleon Anastasios
en
dc.date.accessioned
2015-05-29T19:02:07Z
dc.date.available
2015-09-27T05:56:27Z
dc.date.issued
2015-05-29
dc.identifier.uri
https://repository.ihu.edu.gr//xmlui/handle/11544/122
dc.rights
Default License
dc.title
Authentication Games On Smart Phones
en
heal.type
masterThesis
heal.language
en
heal.access
free
el
heal.license
http://creativecommons.org/licenses/by-nc/4.0
heal.recordProvider
School of Science and Technology, MSc in Information & Communication Technology Systems
heal.publicationDate
2014-12
heal.bibliographicCitation
Lazaridis Napoleon 2014, Authentication Games On Smart Phones, Master's Dissertation, International Hellenic University,
en
heal.abstract
The main scope of this dissertation is to identify and thus authenticate users based on their behavior while playing a game in an android smart phone device. For this reason, an android game, called RoboCombat, was utilized and edited to store the individual's interacting movements. Subsequently, ten volunteers participated in the recording phase and provided their data which contributed in forming their corresponding profiles. The classification process uses these profiles and tries to predict the identity of a player. Several experiments were made which ascertain the system's performance on correctly authenticating a user. In the beginning, the introduction section explains some basic terms in order for the reader to be familiarized with the dissertation's concept. In more details, the reader can obtain information regarding the biometric authentication process. Then, the related work section presents some similar and interesting approaches on behavioral authentication of a user. Next, the methodology part describes analytically the steps of developing the authentication system along with the purpose of each step. In this way, the experiments can be replicated. In the following chapter, the results of the experiments are presented and visualized. Finally, the conclusion chapter summarizes the system's performance.
en
heal.tableOfContents
ABSTRACT .................................................................................................................... V CONTENTS.....................................................................................................................7 1 INTRODUCTION...................................................................................................11 1.1 CURRENT SITUATION – NEW AUTHENTICATION METHODS ..............................11 1.2 IDENTIFICATION VS. AUTHENTICATION VS. AUTHORIZATION ...........................12 1.3 INTRODUCTION TO BIOMETRIC AUTHENTICATION ............................................13 1.4 PERFORMANCE INDICATORS .............................................................................14 1.4.1 Fall Acceptance and False Rejection Rates .........................................14 1.4.2 Equal Error Rate..................................................................................15 1.4.3 Failure to Enroll Rate ..........................................................................15 1.5 BIOMETRIC SYSTEM VULNERABILITIES ............................................................16 1.6 CATEGORIZATION OF BIOMETRIC AUTHENTICATION METHODS .......................17 1.6.1 Physiological vs. Behavioral ...............................................................17 1.7 BIOMETRIC CHARACTERISTICS REQUIREMENTS................................................18 2 RELATED WORK .................................................................................................21 2.1 INTRODUCTION TO CLASSIFICATION ..................................................................21 2.2 BEHAVIORAL AUTHENTICATION VIA A POINTING DEVICE ................................21 2.3 USER VERIFICATION VIA WEB INTERACTION ....................................................23 2.4 KEYSTROKE INTRODUCTION .............................................................................25 2.5 USER AUTHENTICATION THROUGH TYPING BIOMETRIC FEATURES ..................26 2.6 KEYSTROKE AUTHENTICATION METHOD FOR THUMB-BASED KEYBOARD ON MOBILE HANDSETS ....................................................................................................27 2.7 KEYSTROKE DYNAMICS AUTHENTICATION WITH SHARED SECRET ..................29 2.8 STRATEGY BASED BEHAVIORAL BIOMETRICS ..................................................31 3 METHODOLOGY .................................................................................................35 3.1 INTRODUCTION .................................................................................................35 3.2 GAME OVERVIEW .............................................................................................35 3.3 PROCESS OF COLLECTING RAW DATA ..............................................................38 3.3.1 Player’s Aspects ...................................................................................38 -8- 3.3.2 Enemy’s Aspects...................................................................................39 3.3.2 Game States .........................................................................................41 3.4 EXPERIMENTS IDENTIFICATION FACTORS .........................................................45 3.4.1 Identification Time ...............................................................................45 3.4.2 Biometric Samples ...............................................................................46 3.4.3 Players .................................................................................................47 3.5 BIOMETRIC FEATURES ......................................................................................48 3.5.1 Shoots Per Second................................................................................48 3.5.2 Rights Per Second ................................................................................49 3.5.3 Average X Coordinate of Right Actions ...............................................50 3.5.4 Average Y Coordinate of Right Actions ...............................................51 3.5.5 Average Time to Defeat an Enemy.......................................................51 3.5.6 Additional Enemy .................................................................................53 3.5.7 Average Time Period Between Consecutive Enemies ..........................56 3.5.8 Average Bends per Shooting Enemy ....................................................57 3.5.9 Double-Jump Event ..............................................................................58 3.5.10 Map Id ..................................................................................................60 3.5.11 Identifier ...............................................................................................61 3.6 GAME MALFUNCTIONS .....................................................................................62 3.6.1 Left Aspect ............................................................................................62 3.6.2 Game State Interface............................................................................63 3.6.3 Smart Phone Lock Screen ....................................................................65 3.7 DATA PROCESSING IN WEKA ............................................................................66 3.7.1 Text File ...............................................................................................66 3.7.2 Arff File ................................................................................................67 3.7.3 Classification – Machine Learning ......................................................68 3.7.3.1 Naïve Bayes .................................................................................... 70 3.7.3.2 Random Forest ............................................................................... 70 3.7.3.3 Logistic Model Tree ...................................................................... 71 3.7.4 Classification - Accuracy .....................................................................72 4 EXPERIMENTS & RESULTS ..............................................................................75 4.1 INTRODUCTION .................................................................................................75 4.2 EXPERIMENT #1 ................................................................................................76 -9- 4.3 EXPERIMENT #2 ................................................................................................78 4.4 EXPERIMENT #3 ................................................................................................80 4.5 EXPERIMENT #4 ................................................................................................82 4.6 EXPERIMENT #5 ................................................................................................85 4.7 HABITUATION FACTOR .....................................................................................91 5 CONCLUSIONS .....................................................................................................97 BIBLIOGRAPHY .........................................................................................................99
en
heal.advisorName
Savage, Prof. Nick
en
heal.committeeMemberName
Savage, Prof. Nick
en
heal.committeeMemberName
Katos, B.
en
heal.committeeMemberName
Koutitas, G.
en
heal.academicPublisher
School of Science &Technology, Master of Science (MSc) in Information and Communication Systems
en
heal.academicPublisherID
ihu
heal.numberOfPages
102
heal.fullTextAvailability
true


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