Experts explain the operation principle of Oculus camera and the risk of hacking

It has been reported that Oculus' sensors can be used to take pictures, which has raised concerns among some users about the possibility of hackers recording their every move in virtual environments. But are these fears justified? Motheboard recently spoke with Oliver Kreylos, the researcher who discovered how the Oculus Rift sensor could capture user images. Here's a compilation of the interview: Q: Compared to Vive's Lighthouse sensor, is Oculus' tracking method considered sloppy, or does it have its own advantages? Is it worth the risk? Kreylos: This question is quite broad, so let me start with some background. Cameras and tracking markers (like Oculus' LEDs) have long been used for 3D and 6D tracking. Many high-end motion capture systems use this approach. It's the basis for Wiimote tracking and has been used in PC games via devices like NaturalPoint’s TrackIR Head Tracker. This method is popular because it delivers high-quality results without requiring too much custom hardware. Cameras are common and affordable, and the only other hardware needed is the tracking marker—something amateurs can easily create. Everything else is handled in software. When Oculus looked for an affordable and effective 6-DOF tracking system for the Rift DK2, cameras were the obvious choice. However, they optimized the process by identifying their own tracking LEDs, reducing computational load significantly. The DK2's tracking system exceeded many expectations, including mine. When moving to the CV1, Oculus used a proven system with better hardware, like higher-resolution cameras and global shutters. From a technical standpoint, it was a smart decision. Although there were issues, the Constellation system is excellent. I didn't analyze it as deeply as Valve’s Lighthouse, but I expect both to be of similar quality. Lighthouse is more elegant, collecting less data and processing it more efficiently. Both systems rely on rays from a central point to track LEDs or photodiodes. Constellation captures high-res images, sends them to the host, and calculates positions. Lighthouse uses laser scans and timing to determine angles, sending far less data. This makes wireless transmission easier. But Constellation isn’t sloppy. It was advanced when introduced, though Valve later improved upon it. The main downside is higher USB bandwidth usage and camera placement requirements. While I don’t think hackers pose a major threat, it's theoretically possible. Oculus could avoid this by integrating ASICs into the camera, similar to the Wiimote, reducing bandwidth and preventing image transmission. This would solve most issues while enhancing privacy. Oculus may still prefer software solutions for flexibility and future improvements, such as tracking hands or bodies using camera images. They refer to the CV1 cameras as "sensors" rather than "cameras," but they aren’t as secure as they seem. Q: Can Vive’s sensors capture images without traditional cameras? Kreylos: Lighthouse doesn’t collect data that can reconstruct the user’s environment or image. It sends timestamps and IMU data to the host. While you could theoretically build a rough 3D model over time, that's all. The Vive head-up display has a front-facing camera, which is vulnerable like any webcam. Users can cover it if concerned. Q: Is the complexity of obtaining identifiable images enough to deter large-scale hacking? Kreylos: I’m not a security expert, but I know remote webcam attacks exist. However, they won’t work on Constellation cameras since they don’t act like standard webcams. Hackers would need to modify attacks to target them, which might be difficult. Additionally, Oculus’ Runtime software uses the camera only when active. If another process is using it, the system may warn users of unauthorized access. Each camera also has an indicator light, which could signal when it's being used.

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