A Threat Analysis for Virtual Reality Media

2019 
This research paper proposes an initial threat analysis of virtual reality (VR) for the media industry. It focuses on the use of VR for media consumption or media-related applications. Pure gaming is not within its scope. Nevertheless, this study tackles casual gaming applications related to movies or TV shows. After introducing a taxonomy of VR (360 VR, Theatrical VR, and Interactive VR) in the media industry, we determine all of the assets that may need protection. Indeed, many more assets than the media content may require adequate protection. We describe some specific threats using the Attack-Defense Tree (ADT) methodology. This threat analysis discloses a new attack coined Denial of Experience to induce cybersickness. How should the industry prepare? We propose some priorities in the definition of a proper defense. As an example, the first recommendation is to build a risk aversion table. Some defenses may benefit from a coordinated, standardized approach.
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