Data Collection & Experiment Design


Finger Bending Biometrics — Smart Glove

Participants (N)
  • 55 users total
  • 23 users: numeric PIN entry
  • 32 users: alphanumeric password entry
Sessions / repetitions
  • Multiple entries per user per condition
  • Repeated trials per authentication task to capture intra-user variability
Task constraints
  • Users typed:
  • A 9-digit PIN on a laptop number pad
  • A 10-character password on a full-sized keyboard
  • Gloves worn consistently during typing to maintain sensor alignment
Variability intentionally captured
  • Differences between:
  • Numeric vs alphanumeric typing
  • One-glove vs two-glove configurations
  • Finger-level variability, including non-typing fingers
  • Population-level spread via per-user EER distributions
Design intent
  • Model how typing behavior varies within the same user, not just between users
  • Stress-test the modality under realistic typing conditions rather than fixed scripts

Gamified Wearable Data Collection — Smartwatch IMU

Participants (N)
  • Multiple users (exact N varied by experiment)
Sessions / repetitions
  • Repeated pattern executions across:
  • Traditional (explicit authentication) sessions
  • Gamified interaction sessions
  • Multiple repetitions per pattern per user
Task constraints
  • Users executed smartphone pattern-lock gestures in two modes:
  • Direct authentication-style input
  • Game-based interactions designed to mimic pattern trajectories
Variability intentionally captured
  • Behavioral drift between:
  • Serious vs playful interaction contexts
  • Conscious vs incidental execution of patterns
  • Natural variability in wrist motion over repeated sessions
Design intent
  • Test whether data collected "in the wild" (via games) preserves biometric fidelity
  • Compare controlled vs ecologically valid behavior rather than assuming equivalence

Power Side-Channel Video Inference — Charging Hubs

Participants / devices (N)
  • 5 smartphone models
  • 100 distinct YouTube music videos
Sessions / repetitions
  • Multiple playback sessions per video
  • Repeated measurements across configuration settings
Task constraints
  • Phones charged via instrumented charging hubs
  • Videos played under controlled environmental settings
Variability intentionally captured
  • 16 brightness levels
  • 16 volume levels
  • Cross-device generalization (train/test on same vs different phone models)
  • Temporal variation in video content and color dynamics
Design intent
  • Probe robustness of inference under realistic user-controlled settings
  • Identify which variables materially affect attack success vs which do not