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The secure "Pairing" of wireless devices based on auxiliary or Out-Of-Band (OOB) communication, such as audio, visual, or tactile channels, is a well-established research direction. However, prior work shows that this approach to pairing can be prone to human errors of different forms that may directly or indirectly translate into man-in-the-middle attacks. To address this problem, the authors propose a general direction of the use of computer games for pairing. Since games are a popular means of entertainment, their hypothesis is that they may serve as an incentive to users and make the pairing process enjoyable for them, thus improving the usability, as well as the security, of the pairing process.
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