The combination of the internet, virtual reality (VR), and augmented reality (AR) has given rise to the metaverse. While this has become most visible in the video game business, the metaverse is set to transform eCommerce, healthcare, and the automobile industries.
Now is the time for enterprises and people to reconsider how they view cybersecurity in the VR/AR department to avoid potential cybersecurity breaches. Unfortunately, as these technologies advance, so do the cybersecurity dangers they entail.
So, what are the security risks associated with using augmented and virtual reality?
- Easily Accessible Information
When you use a virtual reality headset, you disclose vital information about your facial characteristics, eyes, voice data, and even your retina patterns. These biometric identifying features are crucial because hackers may copy them and exploit them for illegal reasons such as identity theft and other cybersecurity breaches.
- Inadequate Encryption for Data Security
You’ve probably heard about data encryption in online communication tools like instant messaging applications, which are widely available to end users. However, several VR/AR systems have yet to add encryption for network communications. Furthermore, many systems rely on third-party apps for collaboration, which frequently lack adequate security safeguards.
- Increase in DoS Attacks
Another possible danger to augmented reality security is a denial of service. One example is when users who rely on augmented reality for work are abruptly separated from the information stream. This is especially troubling for professionals who rely on technology to execute duties in crucial situations when a lack of knowledge might have significant implications.
- Hand Gesture Recognition
Users in the virtual world can utilize hand gestures as they do in the real world, such as typing a code with their fingers on a virtual keyboard. On the other hand, the system captures and transmits finger detection data showing that the fingers input the PIN in this manner. If an attacker acquires this information, he can generate a new PIN for the user.
- Eye Tracking
Eye-tracking technology may be included in some virtual reality and augmented reality headsets. Attackers may find this data valuable. Knowing what the user is looking at can offer an attacker with useful information that can be used to reproduce the user’s behavior.
- Attacks Using Social Engineering
Given the possibility of untrustworthiness in content, augmented reality systems can help fool consumers via social engineering tactics. Hackers can inject harmful material into applications via ads. Unwary users might endanger AR security by clicking on the advertising that drives them to malware-infected AR websites that display untrusted imagery.
Since many consumers have already uploaded their credit card details and mobile payment methods onto their user profiles, hackers can easily log in and delete or extort their accounts anonymously.
In Conclusion
It is undeniable that AR and VR provide several options to facilitate research and improve user experience. However, we must be exceedingly vigilant about the possible harm they may do and be conscious of the privacy dangers involved.
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