{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,21]],"date-time":"2026-05-21T15:22:45Z","timestamp":1779376965001,"version":"3.53.1"},"reference-count":39,"publisher":"Frontiers Media SA","license":[{"start":{"date-parts":[[2023,11,10]],"date-time":"2023-11-10T00:00:00Z","timestamp":1699574400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["frontiersin.org"],"crossmark-restriction":true},"short-container-title":["Front. Virtual Real."],"abstract":"<jats:p><jats:bold>Introduction:<\/jats:bold> This paper addresses the need for reliable user identification in Extended Reality (XR), focusing on the scarcity of public datasets in this area.<\/jats:p><jats:p><jats:bold>Methods:<\/jats:bold> We present a new dataset collected from 71 users who played the game \u201cHalf-Life: Alyx\u201d on an HTC Vive Pro for 45\u00a0min across two separate sessions. The dataset includes motion and eye-tracking data, along with physiological data from a subset of 31 users. Benchmark performance is established using two state-of-the-art deep learning architectures, Convolutional Neural Networks (CNN) and Gated Recurrent Units (GRU).<\/jats:p><jats:p><jats:bold>Results:<\/jats:bold> The best model achieved a mean accuracy of 95% for user identification within 2\u00a0min when trained on the first session and tested on the second.<\/jats:p><jats:p><jats:bold>Discussion:<\/jats:bold> The dataset is freely available and serves as a resource for future research in XR user identification, thereby addressing a significant gap in the field. Its release aims to facilitate advancements in user identification methods and promote reproducibility in XR research.<\/jats:p>","DOI":"10.3389\/frvir.2023.1272234","type":"journal-article","created":{"date-parts":[[2023,11,13]],"date-time":"2023-11-13T12:38:18Z","timestamp":1699879098000},"update-policy":"https:\/\/doi.org\/10.3389\/crossmark-policy","source":"Crossref","is-referenced-by-count":23,"title":["Who is Alyx? A new behavioral biometric dataset for user identification in XR"],"prefix":"10.3389","volume":"4","author":[{"given":"Christian","family":"Rack","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Tamara","family":"Fernando","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Murat","family":"Yalcin","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Andreas","family":"Hotho","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Marc Erich","family":"Latoschik","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1965","published-online":{"date-parts":[[2023,11,10]]},"reference":[{"key":"B1","first-page":"F1319","article-title":"Fast generation of realistic virtual humans","volume-title":"Proceedings of the ACM symposium on virtual reality software and technology, VRST","author":"Achenbach","year":"2017"},{"key":"B2","first-page":"9","article-title":"Combining pairwise feature matches from device trajectories for biometric authentication in virtual reality environments","author":"Ajit","year":"2019"},{"key":"B3","first-page":"41","article-title":"MoveAR: continuous biometric authentication for augmented reality headsets","volume-title":"CPSS 2021 - proceedings of the 7th ACM cyber-physical system security workshop","author":"Bhalla","year":"2021"},{"key":"B4","unstructured":"Experiment tracking with weights and biases\n            BiewaldL.\n          2020"},{"key":"B5","unstructured":"Pyopenvr\n            BrunsC.\n          2022"},{"key":"B6","volume-title":"BERT: pre-training of deep bidirectional transformers for language understanding","author":"Devlin","year":"2019"},{"key":"B7","first-page":"419","article-title":"Text entry in virtual reality: a comprehensive review of the literature","volume-title":"HCII 2019: human-computer interaction. 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