ThermalTap: Passive Application Fingerprinting in VR Headsets via Thermal Side Channels Mahsin Bin Akram, A H M Nazmus Sakib, OFM Riaz Rahman Aranya, Raveen Wijewickrama, Kevin Desai, and Murtuza Jadliwala
arXiv:2605.12927v1 [cs.CR] 13 May 2026
University of Texas at San Antonio San Antonio, Texas, USA {mahsin.akram, ahmnazmus.sakib}@my.utsa.edu, {ofmriazrahman.aranya, raveen.wijewickrama, kevin.desai, murtuza.jadliwala}@utsa.edu
Abstract—Standalone virtual reality (VR) headsets process highly sensitive personal, professional, and health-related data, yet their susceptibility to non-contact physical side channels remains largely unexplored. Existing side-channel attacks typically require malicious software execution or physical access to peripherals, making them conspicuous and potentially patchable. This paper introduces ThermalTap, the first passive, non-contact side-channel attack that fingerprints VR applications solely from the long-wave infrared (LWIR) radiation emitted by the headset chassis. By treating a headset’s thermal signature as a highfidelity proxy for internal computational workloads, ThermalTap enables remote application inference at meter-scale distances without any device interaction. To achieve robust performance in real-world settings, the system combines a commodity thermal camera with a multi-modal sensor suite (capturing ambient temperature, humidity, and airflow) to normalize environmental noise. We evaluate ThermalTap using six applications across three commercial standalone headsets. In indoor settings, ThermalTap identifies applications with over 90% accuracy using only 10 seconds of thermal camera data. Under outdoor conditions, with longer session-level observations, several applications remain identifiable despite environmental variability, with the strongest outdoor application reaching 81% accuracy. Our findings establish thermal radiation as a fundamental and unavoidable privacy risk for immersive systems, exposing a critical security gap that bypasses current software-level protections and physical access controls.
I. I NTRODUCTION The proliferation of standalone virtual reality (VR) headsets has transformed them from niche entertainment peripherals into general-purpose computing platforms. Devices such as the Meta Quest 2, Meta Quest 3, and HTC Vive Focus Vision are increasingly deployed across enterprise, healthcare, and education domains, where they process deeply personal information including health and wellness data, professional communications, and intimate social interactions [1], [2]. Unlike traditional computing devices, VR headsets are worn on the face, operate autonomously without a tethered host, and are often used in shared or semi-public environments such as offices, university labs, and VR arcades. This combination of sensitive data, physical co-location of users, and a form factor that inhibits user situational awareness creates a compelling and underexplored attack surface. Central to this threat is application fingerprinting: identifying which VR application a victim is currently running.
This inference may appear coarse, but it can reveal sensitive contextual information about the user’s immediate activity. A mental health or wellness application may reveal therapeutic or health-related behavior; an enterprise collaboration tool may disclose professional activity or organizational affiliation; a social VR application may reveal communication or social interaction; and a training or simulation application may reveal institutional or operational context. Repeated observations can further expose activity timelines, such as when a user enters a meeting, starts a training session, or switches between entertainment and work applications. Such leakage can support behavioral profiling, context-aware social engineering, targeted surveillance, and organizational intelligence gathering, even when the adversary never observes the headset display or interacts with the device [1], [3], [4]. Prior work has shown that VR activity leaks through both software-accessible and physical side channels [1], [2], [5]. Software-accessible runtime signals, such as rendering and performance information exposed by AR/VR platforms, can reveal user interactions and identify applications launched by a victim [1]. Physical channels provide another leakage path: cable-based measurements can reveal visual- and audio-related VR activity during charging [2]. Despite their effectiveness, existing VR side-channel attacks share a fundamental constraint: they require either software access to the victim’s headset or physical access to a device peripheral. These requirements increase attacker effort and make the intrusion easier to detect via software patches or physical inspection. We observe that a more fundamental and unavoidable information channel has remained unexamined in the VR context: thermal emission. Every electronic device dissipates heat as a direct consequence of electrical current flowing through resistive components. In the context of VR, different applications impose distinct, high-intensity workloads on the processor, display pipeline, and cooling systems. This heat propagates to the device’s external surface and radiates into the surrounding environment as long-wave infrared (LWIR) radiation, which is detectable by commercial thermal cameras at a distance. Our key insight is that these thermal signatures are a high-fidelity proxy for the internal workload, and because heat dissipates spatially across the chassis, it creates a unique “thermal fingerprint” for specific applications.
In this paper, we introduce ThermalTap, a passive, noncontact thermal side-channel attack that fingerprints VR applications from radiometric observations of the headset chassis. An attacker equipped with a commodity infrared thermal camera can stealthily observe a victim wearing a VR headset from across a room and infer the active application without software access, cable instrumentation, or interaction with the victim device. However, turning external thermal radiation into a usable side channel requires solving three measurement problems: capturing absolute per-pixel temperature rather than colorized video, isolating the headset surface from the user’s face and surrounding background despite thermal blooming under load, and accounting for environmental confounds (ambient temperature, airflow, distance) that alter observed surface temperature without being caused by the running application. ThermalTap addresses these through thermal radiometric capture, learned headset-region segmentation, spatiotemporal feature extraction over the segmented region, and synchronized environmental sensing, with supervised classification mapping the resulting thermal signature to an application label. We evaluate ThermalTap using six active VR applications across indoor and outdoor settings spanning different ambient temperatures, airflow, and solar exposure conditions. In indoor experiments, ThermalTap correctly identifies active applications with approximately 90% accuracy using only 10 second thermal observation windows. Outdoor conditions reduce overall performance due to environmental variability, but longer session-level observations remain effective for several applications, with the strongest outdoor case reaching an accuracy of 81%. These results show that externally emitted headset heat contains app-specific information that can be recovered from short, passive observations of VR devices. In summary, this paper makes the following contributions: • A novel attack vector: We are the first to demonstrate external, non-contact thermal side-channel attacks on VR headsets, establishing thermal emission as a practical and stealthy information leakage channel that requires no software or hardware access to the victim’s device. • Spatiotemporal Fingerprinting: We propose a novel representation that partitions the VR headset chassis into a spatial grid, capturing the temporal evolution of heat to distinguish between apps with similar instantaneous temperatures. • End-to-End System: We design and implement a complete attack system comprising a custom multi-modal Raspberry Pi-based sensor apparatus, an automated ROI segmentation pipeline, and an application fingerprinting classifier. • Comprehensive evaluation: We evaluate ThermalTap with six VR applications and three commercial standalone headsets across indoor and outdoor environments and crossdevice settings. We also study practical impact factors including required attack thermal camera distance, observation durations, environmental variation, and device variability.
external thermal emissions represent a distinct attack surface. Side-Channel Attacks and VR Threats Side-channel attacks exploit unintended physical or software-observable signals to infer sensitive information about a system’s internal activity. Prior work has shown that internal system activity leaks through multiple modalities, including power consumption [6], electromagnetic emanations [7], radio-frequency signals [8], and acoustic emissions [9]. For example, power-side channels have been used to extract cryptographic secrets and infer smartphone activity through charging lines [10], while EM and RF-based attacks have been used to reconstruct device activity or classify mobile applications [7], [8], [11]. Acoustic side channels have also been used to infer user input, including keystrokes and VR controller interactions [9], [12]. VR systems are especially attractive targets for sidechannel attacks because they are self-contained computing platforms with rich sensors, sustained and heterogeneous compute workloads, and sensitive user interactions. Existing AR/VR attacks have exploited software-accessible signals, sensors, peripherals, and wireless channels. Zhang et al. [1] showed that a malicious background application can use exposed performance and rendering information to infer user interactions and fingerprint concurrently running applications. LineTalker [2] demonstrated that VR application activity leaks through charging-cable power measurements. Other attacks infer user input/activity through hand-tracking cameras, acoustic signals, WiFi channel state information [5], [13]–[17]. Among these, the closest physical side-channel attack to our work is VReaves [5], which fingerprints VR applications from electromagnetic emanations using a software-defined radio. While both attacks require no software access to the victim, they exploit fundamentally different signals. VReaves relies on instantaneous, high-frequency EM leakage from hardware components such as clock lines and buses, and requires specialized, relatively costly radio equipment and signal processing. In contrast, ThermalTap aims to capture the time-integrated thermal footprint of the entire device using a commodity infrared camera. Further, EM leakage may be mitigated by a simple randomization of computational patterns, which directly alters high-frequency switching behavior. In contrast, while such randomization can perturb thermal signals, thermal emissions reflect the time-integrated power of the whole device and are therefore harder to obfuscate without incurring substantial overhead or requiring hardwarelevel changes. In contrast, ThermalTap exploits a fundamentally different and more operationally feasible leakage channel: the passive infrared radiation emitted by the headset chassis itself, observable at meter-scale distances using only a low-cost commodity thermal camera, with no software access, cable instrumentation, or specialized equipment required Thermal Side Channels Thermal leakage arises because computational activity consumes power and produces heat. As heat propagates through the device and reaches the external chassis, it creates a spatial and temporal surface-temperature pattern. Different applications can induce different workload
II. BACKGROUND AND R ELATED W ORKS This section positions ThermalTap within prior work on physical side channels and VR security, and explains why
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patterns across the processor, display pipeline, memory, networking, and cooling system, causing the externally visible thermal profile to vary over time. Prior thermal side-channel work has primarily focused on residual heat from user input surfaces or internal device sensors. Thermal imaging has been used to recover keyboard or keypad input from residual heat traces [18]–[23]. In contrast, ThermalBleed showed that software-accessible internal thermal sensors on x86 CPUs can leak microarchitectural state and break KASLR [24]. These works establish thermal behavior as an informationbearing channel, but they do not address external, non-contact thermal observation of VR headsets. Unlike keyboards, a VR headset continuously dissipates heat from sustained application workloads. Unlike internal sensor attacks, ThermalTap does not require software access to the victim device. This gap motivates our study of whether externally radiated thermal signatures from consumer VR headsets can be used for application fingerprinting.
headset models have distinct external form factors. This assumption is also important for cross-device evaluation, since our results show that device-specific thermal behavior affects transferability. Adversary Capabilities and Scope We assume the adversary has the following capabilities and limitations: • The adversary has no physical access to the victim’s headset or its peripherals (hand controllers, charging cables, link boxes, companion mobile devices). • The adversary has no software-level access to the headset, does not install a malicious application, and does not rely on permissions, APIs, or internal sensors exposed by the VR platform. • The adversary performs only passive, non-contact observation. ThermalTap does not transmit signals, inject workloads, or interact with the victim device. • The adversary possesses training data for a predefined set of candidate VR applications. When device-specific modeling is required, the adversary may collect training data from the same headset model as the victim. • The adversary’s objective is application fingerprinting over a known candidate set rather than open-world application discovery. This is consistent with the deployment reality of standalone VR platforms: each platform exposes a curated store with a finite catalog, and a small set of popular applications dominates real-world usage. An adversary can therefore profile this candidate set offline before deployment. Inferring the application currently being run by the victim user can reveal sensitive contextual information about the user, such as whether they are engaged in entertainment, communication, work, training, health, or wellness-related activities. However, ThermalTap does not attempt to infer finegrained in-app actions, typed input, biometric attributes, or user identity; these are outside the scope of this work.
III. T HREAT M ODEL & R ESEARCH Q UESTIONS A. Threat Model ThermalTap performs passive application fingerprinting from externally observable thermal emissions. The attacker’s goal is to infer which VR application a victim is currently running, without directly interacting with the victim, the headset, or any headset peripheral.
B. Research Questions
Fig. 1: Adversary model.
Our evaluation addresses three research questions that guide the design and analysis of ThermalTap. Together, they characterize the thermal side channel along three dimensions: whether external thermal emissions reveal application-level information, whether this signal remains useful under variable environmental conditions, and how headset-specific hardware characteristics affect generalization. RQ1 (Application Fingerprinting): Can ThermalTap infer currently executing VR application from externally observable thermal emissions? This RQ evaluates the core leakage claim of ThermalTap. We examine whether different VR applications induce distinguishable thermal signatures on the headset chassis, and whether these signatures can be used to classify the currently executing applications from infrared measurements captured using commodity thermal cameras. RQ2 (Environmental Robustness): How robust is ThermalTap under outdoor environmental conditions? This RQ evaluates whether application-level thermal signatures remain
Attack Setting We consider an adversary equipped with a commodity thermal camera, such as an Infiray P2 Pro or Topdon TC001, connected to a small computing device for data collection and inference. The camera is surreptitiously placed with line-of-sight to the victim’s headset and passively records long-wave infrared emanations from the headset chassis. This setting is plausible in shared or semi-public environments where VR users and bystanders may remain co-located for extended periods, such as university labs, shared offices, dorm common rooms, VR arcades, and training facilities. The thermal camera can be placed in ordinary room infrastructure or carried by a nearby observer, and the victim’s situational awareness is naturally reduced while wearing the headset. Similar proximity-based observation models have been considered in prior side-channel attacks [7], [9], [11]. We assume the adversary can observe or infer the headset model during data collection. This is realistic because the device is visible to the observer and because commercial
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useful when the observation setting itself introduces variation unrelated to the running application. In particular, outdoor scenarios introduce unpredictable conditions, including ambient temperature changes, natural airflow, and solar-induced heating, all of which can alter the observed thermal signal independently of the application workload. RQ3 (Cross-Device Effects): To what extent do headsetspecific hardware characteristics affect thermal application fingerprinting? This RQ evaluates whether the thermal signatures used by ThermalTap are primarily app-specific or strongly shaped by the VR hardware on which the application runs. Commercial standalone headsets differ in SoC placement, battery location, cooling design, chassis geometry, and material properties, all of which can affect how applicationinduced heat propagates to the externally visible surface. Since the adversary has line-of-sight to the victim, the headset model can often be visually identified and profiled in advance. However, if thermal signatures transfer across headset models, the attacker would require less device-specific training data.
B. Observations O1: Application-level thermal behavior is visibly separable. Figure 2 shows thermal frames for two pilot applications. VRFS exhibits a concentrated central hotspot near the SoC, while YouTube produces a more diffuse pattern dominated by display-backlight heating. We further project the preliminary feature vector described above via PCA (Figure 3), where application classes form visibly separable clusters along the first two principal components. This indicates that the externally observed thermal channel carries application-discriminative information.
IV. I NITIAL O BSERVATIONS & D ESIGN R EQUIREMENTS External thermal emissions are only useful for fingerprinting if application-induced heat remains distinguishable after propagating through the headset chassis and being observed externally. We therefore begin with a controlled pilot study to test whether this signal is measurable, identify which aspects of the thermal trace are informative, and derive the measurement requirements that shape ThermalTap.
Fig. 3: PCA projection of thermal feature vectors.
A. Pilot Setup O2: Spatiotemporal evolution carries substantial application signal. A single thermal frame captures the headset chassis at one instant, but application-induced heating is inherently both spatial and temporal. Spatially, heat is not distributed uniformly across the chassis. Different workloads concentrate heat over different internal components, so applications can differ not only in average surface temperature but also in where heat appears. This motivates preserving the local spatial structure of the headset. Temporally, the surface temperature is not static. Different applications affect how quickly local regions heat up and how far they move away from ambient temperature. We refer to this temperature-versus-time behavior, especially its local rate of change of temperature, as thermal drift. Figure 4 illustrates this effect for apps VRFS and Youtube.
We instrumented a Meta Quest 2 with a TopDon TC001 thermal camera [25], [26] positioned approximately 60 cm from the headset chassis with line-of-sight to the front face. Camera distance, ambient temperature, and wearer pose are held approximately fixed across trials, so the only deliberately varied factor is the executing application. The pilot suite spanned idle, media, utility, and simulation workloads (see in Table IV). Across 16 sessions we collected approximately 120 minutes of synchronized radiometric thermal recordings. From each sample we extracted a preliminary feature set comprising global temperature statistics (mean, max, standard deviation, entropy), temporal features describing how the surface temperature evolves over time (thermal drift), and contextual metadata (camera-to-headset distance, ambient temperature). We then trained pilot a Random Forest classifier on this feature set to make our preliminary observations.
(a) YouTube
(b) VRFS
Fig. 4: Thermal drift over time for four representative grid cells across the application sessions for VRFS (left) and Youtube (right).
Fig. 2: Thermal traces from two apps on a Meta Quest 2.
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This is further supported by the SHAP analysis in Figure 5, where thermal drift emerges as one of the most influential features (apart from camera-to-headset distance and ambient temperature).
Figure 7 shows the ThermalTap pipeline. The acquisition thermal camera hardware apparatus (see Section VI-B for details) records thermal frames from the headset surface together with ambient temperature, humidity, airflow, and camera-toheadset distance. The preprocessing module segments the headset region of interest (ROI) and removes unreliable masks. The feature extraction module converts each segmented frame into a spatial grid representation and augments it with temporal derivatives. Finally, the fingerprinting module maps each fixedduration observation window to an application label. We use three temporal units throughout the paper. A frame is one timestamped radiometric measurement of the headset surface, stored as a matrix of per-pixel temperatures. A prediction window is a fixed-duration contiguous sequence of frames from the same recording; ThermalTap produces one window-level prediction per window. A session is one uninterrupted recording of a VR application from launch to exit; session-level predictions are obtained by majority vote over the window-level predictions in the session.