Virtual Reality over the Internet : An experimental study of common countermeasures when using VR applications over the Internet

University essay from Linköpings universitet/Institutionen för datavetenskap

Abstract: 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.

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