4,494 research outputs found
Deep Neural Network and Data Augmentation Methodology for off-axis iris segmentation in wearable headsets
A data augmentation methodology is presented and applied to generate a large
dataset of off-axis iris regions and train a low-complexity deep neural
network. Although of low complexity the resulting network achieves a high level
of accuracy in iris region segmentation for challenging off-axis eye-patches.
Interestingly, this network is also shown to achieve high levels of performance
for regular, frontal, segmentation of iris regions, comparing favorably with
state-of-the-art techniques of significantly higher complexity. Due to its
lower complexity, this network is well suited for deployment in embedded
applications such as augmented and mixed reality headsets
Recognition of Nonideal Iris Images Using Shape Guided Approach and Game Theory
Most state-of-the-art iris recognition algorithms claim to perform with a very high recognition accuracy in a strictly controlled environment. However, their recognition accuracies significantly decrease when the acquired images are affected by different noise factors including motion blur, camera diffusion, head movement, gaze direction, camera angle, reflections, contrast, luminosity, eyelid and eyelash occlusions, and problems due to contraction and dilation. The main objective of this thesis is to develop a nonideal iris recognition system by using active contour methods, Genetic Algorithms (GAs), shape guided model, Adaptive Asymmetrical Support Vector Machines (AASVMs) and Game Theory (GT). In this thesis, the proposed iris recognition method is divided into two phases: (1) cooperative iris recognition, and (2) noncooperative iris recognition.
While most state-of-the-art iris recognition algorithms have focused on the preprocessing of iris images, recently, important new directions have been identified in iris biometrics research. These include optimal feature selection and iris pattern classification. In the first phase, we propose an iris recognition scheme based on GAs and asymmetrical SVMs. Instead of using the whole iris region, we elicit the iris information between the collarette and the pupil boundary to suppress the effects of eyelid and eyelash occlusions and to minimize the matching error.
In the second phase, we process the nonideal iris images that are captured in unconstrained situations and those affected by several nonideal factors. The proposed noncooperative iris recognition method is further divided into three approaches.
In the first approach of the second phase, we apply active contour-based curve evolution approaches to segment the inner/outer boundaries accurately from the nonideal iris images. The proposed active contour-based approaches show a reasonable performance when the iris/sclera boundary is separated by a blurred boundary. In the second approach, we describe a new iris segmentation scheme using GT to elicit iris/pupil boundary from a nonideal iris image. We apply a parallel game-theoretic decision making procedure by modifying Chakraborty and Duncan's algorithm to form a unified approach, which is robust to noise and poor localization and less affected by weak iris/sclera boundary. Finally, to further improve the segmentation performance, we propose a variational model to localize the iris region belonging to the given shape space using active contour method, a geometric shape prior and the Mumford-Shah functional.
The verification and identification performance of the proposed scheme is validated using four challenging nonideal iris datasets, namely, the ICE 2005, the UBIRIS Version 1, the CASIA Version 3 Interval, and the WVU Nonideal, plus the non-homogeneous combined dataset. We have conducted several sets of experiments and finally, the proposed approach has achieved a Genuine Accept Rate (GAR) of 97.34% on the combined dataset at the fixed False Accept Rate (FAR) of 0.001% with an Equal Error Rate (EER) of 0.81%. The highest Correct Recognition Rate (CRR) obtained by the proposed iris recognition system is 97.39%
Biometrics-as-a-Service: A Framework to Promote Innovative Biometric Recognition in the Cloud
Biometric recognition, or simply biometrics, is the use of biological
attributes such as face, fingerprints or iris in order to recognize an
individual in an automated manner. A key application of biometrics is
authentication; i.e., using said biological attributes to provide access by
verifying the claimed identity of an individual. This paper presents a
framework for Biometrics-as-a-Service (BaaS) that performs biometric matching
operations in the cloud, while relying on simple and ubiquitous consumer
devices such as smartphones. Further, the framework promotes innovation by
providing interfaces for a plurality of software developers to upload their
matching algorithms to the cloud. When a biometric authentication request is
submitted, the system uses a criteria to automatically select an appropriate
matching algorithm. Every time a particular algorithm is selected, the
corresponding developer is rendered a micropayment. This creates an innovative
and competitive ecosystem that benefits both software developers and the
consumers. As a case study, we have implemented the following: (a) an ocular
recognition system using a mobile web interface providing user access to a
biometric authentication service, and (b) a Linux-based virtual machine
environment used by software developers for algorithm development and
submission
A Novel Clustering Algorithm Based on Quantum Games
Enormous successes have been made by quantum algorithms during the last
decade. In this paper, we combine the quantum game with the problem of data
clustering, and then develop a quantum-game-based clustering algorithm, in
which data points in a dataset are considered as players who can make decisions
and implement quantum strategies in quantum games. After each round of a
quantum game, each player's expected payoff is calculated. Later, he uses a
link-removing-and-rewiring (LRR) function to change his neighbors and adjust
the strength of links connecting to them in order to maximize his payoff.
Further, algorithms are discussed and analyzed in two cases of strategies, two
payoff matrixes and two LRR functions. Consequently, the simulation results
have demonstrated that data points in datasets are clustered reasonably and
efficiently, and the clustering algorithms have fast rates of convergence.
Moreover, the comparison with other algorithms also provides an indication of
the effectiveness of the proposed approach.Comment: 19 pages, 5 figures, 5 table
K-Space at TRECVid 2007
In this paper we describe K-Space participation in
TRECVid 2007. K-Space participated in two tasks, high-level feature extraction and interactive search. We present our approaches for each of these activities and provide a brief analysis of our results. Our high-level feature submission utilized multi-modal low-level features which included visual, audio and temporal elements. Specific concept detectors (such as Face detectors) developed by K-Space partners were also used. We experimented with different machine learning approaches including logistic regression and support vector machines (SVM). Finally we also experimented with both early and late fusion for feature combination. This year we also participated in interactive search, submitting 6 runs. We developed two interfaces which both utilized the same retrieval functionality. Our objective was to measure the effect of context, which was supported to different degrees in each interface, on user performance.
The first of the two systems was a āshotā based interface,
where the results from a query were presented as a ranked
list of shots. The second interface was ābroadcastā based,
where results were presented as a ranked list of broadcasts.
Both systems made use of the outputs of our high-level feature submission as well as low-level visual features
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