Virtual Reality and Augmented Reality Security: A Reconnaissance and Vulnerability Assessment Approach
Sarina Dastgerdy

TL;DR
This paper systematically reviews security vulnerabilities in AR and VR devices, focusing on reconnaissance and vulnerability assessment phases, revealing specific attack vectors and emphasizing the importance of early penetration testing steps.
Contribution
It provides a comprehensive analysis of device-specific vulnerabilities in AR and VR systems during reconnaissance and assessment phases, aiding security research and mitigation strategies.
Findings
AR/VR devices are susceptible to remote code execution, XSS, and eavesdropping.
Bigscreen VR exhibits severe vulnerabilities like RCE and XSS.
Oculus Quest is vulnerable to side-channel attacks and ransomware.
Abstract
Various industries have widely adopted Virtual Reality (VR) and Augmented Reality (AR) technologies to enhance productivity and user experiences. However, their integration introduces significant security challenges. This systematic literature review focuses on identifying devices used in AR and VR technologies and specifies the associated vulnerabilities, particularly during the reconnaissance phase and vulnerability assessment, which are critical steps in penetration testing. Following Kitchenham and Charters' guidelines, we systematically selected and analyzed primary studies. The reconnaissance phase involves gathering detailed information about AR and VR systems to identify potential attack vectors. In the vulnerability assessment phase, these vectors are analyzed to pinpoint weaknesses that malicious actors could exploit. Our findings reveal that AR and VR devices, such as…
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