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Security and Privacy in the Metaverse: The Threat of the Digital
Trinity College Dublin
Trinity College Dublin
Each year, researchers and technologists are bringing the vision of
the Metaverse, which is predicted to be the future of the internet,
closer to becoming a reality. People will spend most of their time
in this space interacting face-to-face, so to speak, with highly cus-
tomizable digital avatars that seamlessly convey precise non-verbal
cues from the physical movements of the users themselves. This is
an exciting prospect; however, there are many privacy and security
concerns that arise from this new form of interaction. Precision
motion tracking is required to drive high-delity animation, and
this aords a mass of data that has never been available before. This
data provides a wealth of physical and psychological information
that can reveal medical conditions, mental disorders, personality,
emotion, personal identity, and more. In this paper, we discuss some
implications of the availability of this data, with a focus on the psy-
chological manipulation and coercion capabilities made available
•Security and privacy
Social aspects of security and pri-
Collaborative and social
computing theory, concepts and paradigms.
virtual reality, personal data collection and use, shared virtual envi-
ronments, avatars, agents, biometric data, machine learning, arti-
ACM Reference Format:
Lauren Buck and Rachel McDonnell. 2022. Security and Privacy in the Meta-
verse: The Threat of the Digital Human. In Proceedings of CHI Conference
on Human Factors in Computing Systems (CHI EA ’22, Proceedings of the 1st
Workshop on Novel Challenges of Safety, Security and Privacy in Extended
Reality). ACM, New York, NY, USA, 4 pages.
In the present moment, we live in an age where personal data has
been considered by some as more valuable than oil [
]. Tech com-
panies deliberately design applications that are addictive to their
users and source user data to create personalized ad experiences
in order to generate revenue. Meta reported US$33bn in revenue
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CHI EA ’22, Proceedings of the 1st Workshop on Novel Challenges of Safety, Security and
Privacy in Extended Reality, April 29 - May 5, 2022, New Orleans, LA, USA
©2022 Copyright held by the owner/author(s).
in the 4th Quarter of 2021 alone [
], and ByteDance (TikTok) is
currently valued around US$400bn as it reigns as the top grossing
social media app of 2021 [
]. As individuals and governments grap-
ple with the impact of personal data collection and how to protect
individual users from big tech, small pockets of online scammers
vie for the same data. Romance scams occur frequently online,
where individuals are coalesced into fake relationships that often
result in manipulation and theft, and infamous ‘rug pull’ scenarios
involving cryptocurrencies have raked in over US$2.8bn in just
the last year [
]. Protecting the individual has never been more
important than ever as new technologies evolve and create new
hosts of problems to resolve. In this paper, we consider some issues
that are probable to become common, complex issues derived from
the widespread adoption of virtual reality (VR) technology.
VR is a unique technological medium that is set apart from other
media by one dening attribute: 3D interaction. VR environments
emulate real world perceptions and allow users to move through
space and interact with objects and people as they would naturally.
This capability is driven by positional tracking, which calculates the
precise position of a head-mounted display, controllers, and other
trackers attached to the body, within Euclidean space. This tracking
captures the motions of users and allows for the embodiment of
bodily self-representations (i.e., avatars), which are an essential
component of the VR experience. These capabilities alone intro-
duce a myriad of privacy and security issues that require attention,
especially considering the growing of body of knowledge about
data extraction and psychological inuence occurring due to the
use of VR in experimental settings alone.
The existing catalog of literature that revolves around privacy
and security in VR mainly focuses on motion tracking (gait analy-
sis, eye tracking, general bodily motions), and there is increasing
awareness of the fact that this data provides personally identi-
able information. A shocking study carried out by Mark Miller
and colleagues reports that ve minutes of motion tracking data
gathered only from a head-mounted display during a typical view-
ing task is enough to identify a user with 95% accuracy [
type of data has the potential to reveal information about users
that reect mental state and medical status. Buck and Bodenheimer
note that tracking a user’s personal space representation can reveal
social preferences and disorders like social anxiety [
types of body motions detected can predict levels of creativity [
and learning [
], along with medical conditions such as autism,
ADHD, and PTSD [
]. Diane Hosfelt, among others, have warned
that the misuse and abuse of this data can produce life-altering
consequences [15, 28].
However, the safety and privacy issues of VR that we as a com-
munity are cognizant of still remain a gray area. In this work, we
hope to bring to light one pocket of issues directly related to the
CHI EA ’22, April 29 - May 5, 2022, New Orleans, LA, USA Buck and McDonnell
psychological manipulation of users by digital humans based on
biometric data collection. There has been little publication, to our
knowledge, on this issue.
2 THE DANGERS OF THE DIGITAL HUMAN
It is no secret that VR experiences can be psychologically com-
pelling. Mel Slater and his colleagues have published an abundance
of research that can attest to this. Men report feelings of empathy
toward women after experiencing sexual harassment in a woman’s
], the observation of a virtual body-double of oneself in-
teracting with a crowd can reduce self-persecutory thoughts [
and putatively stressful simulations can produce both physiologi-
cal and psychological responses [
]. Why these simulations can
be so impactful stems from the ability of VR users to embody vir-
tual self-representations. The embodiment of a virtual character
is a commonplace phenomenon in VR [
], and increases the per-
ceived plausability of the simulation [
]. These graphical self-
representations, or self-avatars, do not have to match the physical-
ity of their users in order to elicit the sensation of embodiment [
and virtual characters are not bound by physical constraints.
The importance of knowing that avatar appearance is mutable
is in the detail that humans are naturally prone to making judg-
ments based on physical appearance. It has been proven, even in
early 2D games with elementary graphics, that the way users in-
teract with one another has a lot to do with looks [
]. It has
been made clear that attractiveness dictates how VR users perceive
themselves and others and the behaviors they choose to carry out.
Avatars have already been posited as potential salespeople [
whose appearance can be persuasive enough to inuence decision-
], and when embodied can embolden users to engage
in risk-taking behaviors [
]. VR gives us the exibility to be dig-
ital chameleons, and we can connect the dots to understand that
this ability in the hands of those with malicious intent will drive
us toward a dystopian vision of the future we are all becoming
increasingly familiar with.
This is where biometric data comes into play: the appearance of
the computer or human-driven agents and avatars users are inter-
acting with can be adapted to user preferences based on data that
the user is unaware they have shared. Depending on the technol-
ogy a system is using, eye tracking data can provide pupil dilation
and gaze xation data in response to visual stimuli [
data can provide proxemic behavior and body language cues [
and physiological data like EEG and skin conductance can provide
levels of emotional activation [
]. Additionally, facial tracking can
also provide a window into emotional response [
]. These non-
verbal cues can be fed into clever machine learning and articial
intelligence algorithms to create personalized, idealized interaction
Besides outward appearance, both voice and motion can be ma-
nipulated to be appealing to users. Software can manipulate vocal
tone, pitch and amplitude, which can allow users to change their
voice from male to female and vice versa. Attractive voices that are
smooth in texture and similar in pitch and timbre can be created
easily via auditory morphing [
]. Vocal cloning software can mimic
the sound of a particular person’s voice. Motion data can give way
to an expanse of physical and psychological information, which
we have discussed in the introduction. Vocal expression in virtual
characters has already been shown to impact social inuence and
], and motion data is rich with cues that can be cat-
egorized into levels of attractiveness, which inuence interaction
These interaction partners may not only be designed to be at-
tractive to users, but may understand users deeply on both a physi-
cal and psychological level. The personality of an agent could be
adapted to be most likeable by the personality type the user is ex-
]. A more advanced iteration of articial intelligence or
a human driving an avatar could perhaps detect and empathize with
medical and mental conditions to create a sense of closeness and
trust with a user. There are many applications of this psychological
information that can take place with both benevolent and malicious
Herein lies our danger. How far are we willing to take these
technological capabilities? Generative adversarial networks (GANs)
have already been leveraged to create human likenesses from scratch
] and deepfakes generate video and audio to create scenes that
have never happened in real life. Adapting agent and avatar appear-
ance, personality, and interaction in order to sell products to users
is not a far reach, as Amazon populates recommended items based
on shopping habits, and social media sites generate personalised
ads, by using machine learning techniques. Neither is it obscene to
think avatars may be used for political duress, as some social media
sites are notorious for serving politically polarizing content to users
and manipulating emotions to increase engagement. Radical groups
have been known to recruit impressionable, young people through
online tactics. Additionally, Online gambling sites take advantage
of those suering with gambling addictions, and VR is already
considered to promote high-risk gambling behaviors [
ally, virtual inuencers are already materializing [
]. Could not a
strategically placed agent persuade a user to engage in high-risk
behavior? If we think about it, mental and physical traits extracted
from biometric data could be exploited to coerce users into situa-
tions and behaviors they would otherwise refuse to engage in.
Particular attention needs to be paid to the potential for users to
be manipulated not just by businesses and institutions, but by other
individuals. It would be quite easy for a number of existing internet
scams to spill into the Metaverse, and for their impact to be even
more psychologically devastating because of the immersive aspect
of VR. Extortion and bullying could put users in more personal,
compromising situations, and concern comes with how children
will be protected since they are particularly impressionable. Online
predators will be handed a whole new toolkit of coercive measures
with the availability of more natural interaction. Finally, cyberat-
tacks will expose sensitive biometric data that could be sold on the
dark web, which would be devastating to one’s personal privacy.
Fortunately, there are many things that can be done to combat
the misuse of biometric data before it begins, and we are all called
to make positive contributions in this space. Power should be given
to the user. People should be made aware of and educated on the
implications of biometric data coupled with VR, and should be given
the option to opt out of this type of data collection. Developers can
implement cybersecurity protocols and can also choose to introduce
noise to this type of data in order to generalize it and prevent it from
revealing personally identiable information. Finally, legislators
Security and Privacy in the Metaverse: The Threat of the Digital Human CHI EA ’22, April 29 - May 5, 2022, New Orleans, LA, USA
can introduce laws that prevent businesses and individuals from
collecting and using this data with malicious intent.
Academics are called to make an impact through ongoing re-
search to help understand and mitigate known and unknown psy-
chological problems that will arise in the Metaverse. Potential re-
search avenues include continuing to understand how users can
be manipulated in advertisement scenarios [
], what physical
properties of agents and avatars are likely to have psychological
inuence over users [
], how risky behaviors translate from real to
virtual scenarios [
], and the overall psychological impact of digital
interaction in the Metaverse that will translate into the daily lives
of users (think how augmented images aect self-esteem [
There are many positive impacts that interaction with digital hu-
mans can have, and it is up to bring about an ethical iteration of
Widespread adoption of the Metaverse comes with many unique
threats to user privacy and security, some of which we have broached
in this work with regard to digital humans. Biometric data reveals
a host of personally identiable information which can in turn
be used to potentially manipulate users on a psychological level
through the creation of avatars that are adaptable to user prefer-
ences. With respect to security and privacy issues, the VR commu-
nity is in the midst of the Collingridge Dilemma; it is faced with the
responsibility of understanding the potential risks that the Meta-
verse poses to the individual and mitigating those problems before
it is too late. In the grand scheme of things, the digital human is
something amazing and fearsome, and an aspect of VR that is not
to be considered lightly.
This research was funded by Science Foundation Ireland under
the ADAPT Centre for Digital Content Technology (Grant No.
13/RC/2106_P2) and RADICal (Grant No. 19/FFP/6409).
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