3,093 research outputs found

    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

    Study of Applicability of Virtual Users in Evaluating Multimodal Biometrics

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    Abstract. A new approach of enlarging fused biometric databases is presented. Fusion strategies based upon matching score are applied on active biometrics verification scenarios. Consistent biometric data of two traits are used in test scenarios of handwriting and speaker verification. The fusion strategies are applied on multimodal biometrics of two different user types. The real users represent two biometric traits captured from one person. The virtual users are considered as the combination of two traits captured from two discrete users. These virtual users are implemented for database enlargement. In order to investigate the impact of these virtual users, test scenarios using three different semantics of handwriting and speech are accomplished. The results of fused handwriting and speech of exclusively real users and additional virtual users are compared and discussed

    On Acquisition and Analysis of a Dataset Comprising of Gait, Ear and Semantic data

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    In outdoor scenarios such as surveillance where there is very little control over the environments, complex computer vision algorithms are often required for analysis. However constrained environments, such as walkways in airports where the surroundings and the path taken by individuals can be controlled, provide an ideal application for such systems. Figure 1.1 depicts an idealised constrained environment. The path taken by the subject is restricted to a narrow path and once inside is in a volume where lighting and other conditions are controlled to facilitate biometric analysis. The ability to control the surroundings and the flow of people greatly simplifes the computer vision task, compared to typical unconstrained environments. Even though biometric datasets with greater than one hundred people are increasingly common, there is still very little known about the inter and intra-subject variation in many biometrics. This information is essential to estimate the recognition capability and limits of automatic recognition systems. In order to accurately estimate the inter- and the intra- class variance, substantially larger datasets are required [40]. Covariates such as facial expression, headwear, footwear type, surface type and carried items are attracting increasing attention; although considering the potentially large impact on an individuals biometrics, large trials need to be conducted to establish how much variance results. This chapter is the first description of the multibiometric data acquired using the University of Southampton's Multi-Biometric Tunnel [26, 37]; a biometric portal using automatic gait, face and ear recognition for identification purposes. The tunnel provides a constrained environment and is ideal for use in high throughput security scenarios and for the collection of large datasets. We describe the current state of data acquisition of face, gait, ear, and semantic data and present early results showing the quality and range of data that has been collected. The main novelties of this dataset in comparison with other multi-biometric datasets are: 1. gait data exists for multiple views and is synchronised, allowing 3D reconstruction and analysis; 2. the face data is a sequence of images allowing for face recognition in video; 3. the ear data is acquired in a relatively unconstrained environment, as a subject walks past; and 4. the semantic data is considerably more extensive than has been available previously. We shall aim to show the advantages of this new data in biometric analysis, though the scope for such analysis is considerably greater than time and space allows for here

    Hybrid Template Update System for Unimodal Biometric Systems

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    Semi-supervised template update systems allow to automatically take into account the intra-class variability of the biometric data over time. Such systems can be inefficient by including too many impostor's samples or skipping too many genuine's samples. In the first case, the biometric reference drifts from the real biometric data and attracts more often impostors. In the second case, the biometric reference does not evolve quickly enough and also progressively drifts from the real biometric data. We propose a hybrid system using several biometric sub-references in order to increase per- formance of self-update systems by reducing the previously cited errors. The proposition is validated for a keystroke- dynamics authentication system (this modality suffers of high variability over time) on two consequent datasets from the state of the art.Comment: IEEE International Conference on Biometrics: Theory, Applications and Systems (BTAS 2012), Washington, District of Columbia, USA : France (2012
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