11,937 research outputs found

    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

    Investigating the impact of combining handwritten signature and keyboard keystroke dynamics for gender prediction

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    © 2019 IEEE. The use of soft-biometric data as an auxiliary tool on user identification is already well known. Gender, handorientation and emotional state are some examples which can be called soft-biometrics. These soft-biometric data can be predicted directly from the biometric templates. It is very common to find researches using physiological modalities for soft-biometric prediction, but behavioural biometric is often not well explored for this context. Among the behavioural biometric modalities, keystroke dynamics and handwriting signature have been widely explored for user identification, including some soft-biometric predictions. However, in these modalities, the soft-biometric prediction is usually done in an individual way. In order to fill this space, this study aims to investigate whether the combination of those two biometric modalities can impact the performance of a soft-biometric data, gender prediction. The main aim is to assess the impact of combining data from two different biometric sources in gender prediction. Our findings indicated gains in terms of performance for gender prediction when combining these two biometric modalities, when compared to the individual ones

    Bipolarity in ear biometrics

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    Identifying people using their biometric data is a problem that is getting increasingly more attention. This paper investigates a method that allows the matching of people in the context of victim identification by using their ear biometric data. A high quality picture (taken professionally) is matched against a set of low quality pictures (family albums). In this paper soft computing methods are used to model different kinds of uncertainty that arise when manually annotating the pictures. More specifically, we study the use of bipolar satisfaction degrees to explicitly handle the bipolar information about the available ear biometrics

    An empirical biometric-based study for user identification from different roles in the online game League of Legends

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    © 2017 CEUR-WS. All rights reserved. The popularity of computer games has grown exponentially in the last few years. In some games, players can choose to play with different characters from a pre-defined list, exercising distinct roles in each match. Although such games were created to promote competition and promote self-improvement, there are several recurrent issues. One that has received the least amount of attention is the problem of "account sharing" so far is when a player pays more experienced players to progressing in the game. The companies running those games tend to punish this behaviour, but this specific case is hard to identify. The aim of this study is to use a database of mouse and keystroke dynamics biometric data of League of Legends players as a case study to understand the specific characteristics a player will keep (or not) when playing different roles and distinct characters

    Mobiles and wearables: owner biometrics and authentication

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    We discuss the design and development of HCI models for authentication based on gait and gesture that can be supported by mobile and wearable equipment. The paper proposes to use such biometric behavioral traits for partially transparent and continuous authentication by means of behavioral patterns. © 2016 Copyright held by the owner/author(s)
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