2,293 research outputs found

    Biometric Recognition Using Multimodal Physiological Signals

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    In this paper, we address the problem of biometric recognition using the multimodal physiological signals. To this end, four different signals are considered: heart rate (HR), breathing rate (BR), palm electrodermal activity (P-EDA), and perinasal perspitation (PER-EDA). The proposed method consists of a convolutional neural network that exploits mono-dimensional convolutions (1D-CNN) and takes as input a window of the raw signals stacked along the channel dimension. The architecture and training hyperparameters of the proposed network are automatically optimized with the sequential model-based optimization. The experiments run on a publicly available dataset of multimodal signals acquired from 37 subjects in a controlled experiment on a driving simulator show that our method is able to reach a top-1 accuracy equal to 88.74% and a top-5 accuracy of 99.51% when a single model is used. The performance further increases to 90.54% and 99.69% for top-1 and top-5 accuracies, respectively, if an ensemble of models is used

    Machine Understanding of Human Behavior

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    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    Multi-biometric templates using fingerprint and voice

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    As biometrics gains popularity, there is an increasing concern about privacy and misuse of biometric data held in central repositories. Furthermore, biometric verification systems face challenges arising from noise and intra-class variations. To tackle both problems, a multimodal biometric verification system combining fingerprint and voice modalities is proposed. The system combines the two modalities at the template level, using multibiometric templates. The fusion of fingerprint and voice data successfully diminishes privacy concerns by hiding the minutiae points from the fingerprint, among the artificial points generated by the features obtained from the spoken utterance of the speaker. Equal error rates are observed to be under 2% for the system where 600 utterances from 30 people have been processed and fused with a database of 400 fingerprints from 200 individuals. Accuracy is increased compared to the previous results for voice verification over the same speaker database

    Predictive biometrics: A review and analysis of predicting personal characteristics from biometric data

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    Interest in the exploitation of soft biometrics information has continued to develop over the last decade or so. In comparison with traditional biometrics, which focuses principally on person identification, the idea of soft biometrics processing is to study the utilisation of more general information regarding a system user, which is not necessarily unique. There are increasing indications that this type of data will have great value in providing complementary information for user authentication. However, the authors have also seen a growing interest in broadening the predictive capabilities of biometric data, encompassing both easily definable characteristics such as subject age and, most recently, `higher level' characteristics such as emotional or mental states. This study will present a selective review of the predictive capabilities, in the widest sense, of biometric data processing, providing an analysis of the key issues still adequately to be addressed if this concept of predictive biometrics is to be fully exploited in the future

    Linking recorded data with emotive and adaptive computing in an eHealth environment

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    Telecare, and particularly lifestyle monitoring, currently relies on the ability to detect and respond to changes in individual behaviour using data derived from sensors around the home. This means that a significant aspect of behaviour, that of an individuals emotional state, is not accounted for in reaching a conclusion as to the form of response required. The linked concepts of emotive and adaptive computing offer an opportunity to include information about emotional state and the paper considers how current developments in this area have the potential to be integrated within telecare and other areas of eHealth. In doing so, it looks at the development of and current state of the art of both emotive and adaptive computing, including its conceptual background, and places them into an overall eHealth context for application and development

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    The DRIVE-SAFE project: signal processing and advanced information technologies for improving driving prudence and accidents

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    In this paper, we will talk about the Drivesafe project whose aim is creating conditions for prudent driving on highways and roadways with the purposes of reducing accidents caused by driver behavior. To achieve these primary goals, critical data is being collected from multimodal sensors (such as cameras, microphones, and other sensors) to build a unique databank on driver behavior. We are developing system and technologies for analyzing the data and automatically determining potentially dangerous situations (such as driver fatigue, distraction, etc.). Based on the findings from these studies, we will propose systems for warning the drivers and taking other precautionary measures to avoid accidents once a dangerous situation is detected. In order to address these issues a national consortium has been formed including Automotive Research Center (OTAM), Koç University, Istanbul Technical University, Sabancı University, Ford A.S., Renault A.S., and Fiat A. Ş

    Emotion Detection Using Noninvasive Low Cost Sensors

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    Emotion recognition from biometrics is relevant to a wide range of application domains, including healthcare. Existing approaches usually adopt multi-electrodes sensors that could be expensive or uncomfortable to be used in real-life situations. In this study, we investigate whether we can reliably recognize high vs. low emotional valence and arousal by relying on noninvasive low cost EEG, EMG, and GSR sensors. We report the results of an empirical study involving 19 subjects. We achieve state-of-the- art classification performance for both valence and arousal even in a cross-subject classification setting, which eliminates the need for individual training and tuning of classification models.Comment: To appear in Proceedings of ACII 2017, the Seventh International Conference on Affective Computing and Intelligent Interaction, San Antonio, TX, USA, Oct. 23-26, 201

    Assessing the Effectiveness of Automated Emotion Recognition in Adults and Children for Clinical Investigation

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    Recent success stories in automated object or face recognition, partly fuelled by deep learning artificial neural network (ANN) architectures, has led to the advancement of biometric research platforms and, to some extent, the resurrection of Artificial Intelligence (AI). In line with this general trend, inter-disciplinary approaches have taken place to automate the recognition of emotions in adults or children for the benefit of various applications such as identification of children emotions prior to a clinical investigation. Within this context, it turns out that automating emotion recognition is far from being straight forward with several challenges arising for both science(e.g., methodology underpinned by psychology) and technology (e.g., iMotions biometric research platform). In this paper, we present a methodology, experiment and interesting findings, which raise the following research questions for the recognition of emotions and attention in humans: a) adequacy of well-established techniques such as the International Affective Picture System (IAPS), b) adequacy of state-of-the-art biometric research platforms, c) the extent to which emotional responses may be different among children or adults. Our findings and first attempts to answer some of these research questions, are all based on a mixed sample of adults and children, who took part in the experiment resulting into a statistical analysis of numerous variables. These are related with, both automatically and interactively, captured responses of participants to a sample of IAPS pictures
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