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arXiv 1005.0657cs.CRcs.HC
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通过娱乐实现安全性:使用记忆游戏进行安全设备配对的体验

Security Through Entertainment: Experiences Using a Memory Game for Secure Device Pairing

Alexander Gallego, Nitesh Saxena, Jonathan Voris

摘要:

基于辅助或带外(OOB)通信(诸如音频、视觉或触觉信道)的无线设备的安全“配对”是一个成熟的研究方向。然而,先前的工作表明,这种配对方法可能容易出现不同形式的人为错误,这些错误可能直接或间接地转化为中间人攻击。为了解决这个问题,我们提出了一个一般的方向,使用计算机游戏配对。由于游戏是一种流行的娱乐手段,我们的假设是,它们可以作为一种激励用户,使配对过程愉快的,从而提高可用性,以及安全性,配对过程。我们考虑配对的新兴用例,其中涉及两个不同的用户,每个用户拥有他或她自己的设备(例如,Alice和Bob将他们的智能手机配对以进行社交互动)。我们开发的“爱丽丝说,”配对游戏的基础上流行的记忆游戏西蒙(说),并讨论了潜在的设计挑战。我们还提出了一个初步的评估爱丽丝说,通过可用性研究,并证明其可行性方面的可用性和安全性。我们的研究结果表明,总体而言,Alice Says被认为是一种有趣和愉快的设备配对方式,证实了我们的假设。然而,与我们的直觉相反,Alice Says配对的相对较慢的速度被发现是一个令人担忧的原因,并提示需要设计更快的配对游戏。我们提出了几种可以改善这一问题的方法。此外,我们还讨论了其他几个缺乏最佳解决方案的安全问题,并提出了如何利用娱乐来改善目前已开发的解决方案的想法。

英文摘要:

The secure "pairing" of wireless devices based on auxiliary or out-of-band (OOB) communication, such as audio, visual, or tactile channels, is a well-established research direction. However, prior work shows that this approach to pairing can be prone to human errors of different forms that may directly or indirectly translate into man-in-the-middle attacks. To address this problem, we propose a general direction of the use of computer games for pairing. Since games are a popular means of entertainment, our hypothesis is that they may serve as an incentive to users and make the pairing process enjoyable for them, thus improving the usability, as well as the security, of the pairing process. We consider an emerging use case of pairing whereby two different users are involved, each in possession of his or her own device (e.g., Alice and Bob pairing their smartphones for social interactions). We develop "Alice Says," a pairing game based on a popular memory game called Simon (Says), and discuss the underlying design challenges. We also present a preliminary evaluation of Alice Says via a usability study and demonstrate its feasibility in terms of usability and security. Our results indicate that overall Alice Says was deemed as a fun and an enjoyable way to pair devices, confirming our hypothesis. However, contrary to our intuition, the relatively slower speed of Alice Says pairing was found to be a cause of concern and prompts the need for the design of faster pairing games. We put forth several ways in which this issue can be ameliorated. In addition, we also discuss several other security problems which are lacking optimal solutions and suggest ideas on how entertainment can be used to improve the current state of the art solutions that have been developed to address them.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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