Continuous User Authentication Using Machine Learning and Multi-finger Mobile Touch Dynamics with a Novel Dataset

Zachary Deridder, Nyle Siddiqui, Thomas Reither, Rushit Dave, Brendan Pelto, Naeem Seliya, Mounika Vanamala
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引用次数: 6

Abstract

As technology grows and evolves rapidly, it is increasingly clear that mobile devices are more commonly used for sensitive matters than ever before. A need to authenticate users continuously is sought after as a single-factor or multi-factor authentication may only initially validate a user, which doesn't help if an impostor can bypass this initial validation. The field of touch dynamics emerges as a clear way to non-intrusively collect data about a user and their behaviors in order to develop and make imperative security-related decisions in real time. In this paper we present a novel dataset consisting of tracking 25 users playing two mobile games - Snake.io and Minecraft - each for 10 minutes, along with their relevant gesture data. From this data, we ran machine learning binary classifiers - namely Random Forest and K-Nearest Neighbor - to attempt to authenticate whether a sample of a particular user's actions were genuine. Our strongest model returned an average accuracy of roughly 93% for both games, showing touch dynamics can differentiate users effectively and is a feasible consideration for authentication schemes. Our dataset can be observed at https://github.com/zderidder/MC-Snake-Results
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使用机器学习和多指移动触摸动力学的连续用户认证与新数据集
随着技术的快速发展和发展,越来越明显的是,移动设备比以往任何时候都更常用于敏感问题。需要不断地对用户进行身份验证,因为单因素或多因素身份验证可能只会对用户进行初始验证,如果冒名顶替者可以绕过这个初始验证,这就没有帮助了。触控动态领域的出现是一种清晰的方式,可以非侵入性地收集用户及其行为数据,以便实时开发和制定必要的安全相关决策。在本文中,我们提出了一个新的数据集,该数据集由跟踪25个玩两种手机游戏的用户组成。io和Minecraft -每个10分钟,以及相关的手势数据。从这些数据中,我们运行机器学习二元分类器——即随机森林和k近邻——试图验证特定用户行为的样本是否真实。我们最强的模型对这两款游戏的平均准确率约为93%,这表明触摸动态可以有效区分用户,并且是认证方案的可行考虑因素。我们的数据集可以在https://github.com/zderidder/MC-Snake-Results上观察到
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