You are on page 1of 40

TABLE OF CONTENTS

CHAPTER NO

CHAPTER NAME

PAGE NO

ABSTRACT
CHAPTER 1

INTRODUCTION
1.1. Introduction
1.2. History
1.3. Motivation
1.4. Objective
1.5. Outline of the Project

SURVEY OF THE LITERATURE


2.1. Introduction
2.2. Existing System
2.3. Proposed System

CHAPTER 3

PROBLEM DEFINITION & FEASIBILITY ANALYSIS


3.1 Problem definition
3.2 Feasibility Analysis
3.2.1 Operational Feasibility
3.2.2 Technical Feasibility
3.2.2.1 Hardware Resources
3.2.2.2 Software Resources
3.2.3 Economical Feasibility

13
14
15
15
16
16
16
17

CHAPTER 4

SOFTWARE REQUIREMENT SPECIFICATION


4.1 Introduction
4.2 Purpose
4.3 Scope
4.4 Definitions, Acronyms and Abbreviations
4.5 Assumptions and Dependencies
4.6 Specific requirements
4.6.1 Functional Requirements
4.6.2 Behavioral requirements
4.6.3 Hardware requirements
4.6.4 Software Requirements
4.7 Internal and external interfaces
4.8 Design constraints

18
19
19
19
19
20
20
20
21
21
22
22
22

4.9 Attributes
4.10 Help text
DESIGN ISSUES
5.1. System Design
5.1.1 Introduction

23
23
24
25
25

CHAPTER 2

CHAPTER 5

2
7
7
8
8
10
11
12

CHAPTER 6

5.1.2. Description about Modules


5.1.3. Interface Design
5.1.3.1. User Interface Design
5.1.3.2. Hardware Interface
5.1.3.3. Software Interface
5.2. Detailed Design
5.2.1 Introduction to UMLDiagrams
5.2.2. UML Diagrams
5.2.2.1. Use Case Diagram
5.2.2.2. Sequence Diagram
5.2.2.3. Activity Diagram

25
26
26
27
27
28
28
30
31
32
33

CONCLUSION
6.1. Conclusion

37
38

BIBLIOGRAPHY
-References
-Websites

39
39
39

ABSTRACT
In this paper, a biometric authentication system based on measurements of the user's threedimensional (3-D) hand geometry is proposed. The system relies on a novel real-time and low-cost 3-D
sensor that generates a dense range image of the scene.
By exploiting 3-D information we are able to limit the constraints usually posed on the
environment and the placement of the hand, and this greatly contributes to the unobtrusiveness of the
system. Efficient, close to real-time algorithms for hand segmentation, localization and 3-D feature
measurement are described and tested on an image database simulating a variety of working
conditions. The performance of the system is shown to be similar to state-of-the-art hand geometry
authentication techniques but without sacrificing the convenience of the user.

CHAPTER 1

INTRODUCTION

1.1. INTRODUCTION
BIOMETRIC authentication, once used for granting access to high security
infrastructures, is gradually finding place in a wider range of applications. However, until today
the requirement for highly reliable authentication has led to compromises with respect to user
acceptance. It is clear that reliability and user convenience should coexist in order to achieve a
widespread acceptance of biometrics.
The work in this paper is partly motivated by applications where the convenience of the
user is the first priority. These applications include personalization of services (home, office, car)
and attendance tracking in working environments. A user authentication system based on
measurements of three-dimensional (3-D) hand geometry is proposed. Unlike other hand geometry
verification techniques the proposed system is less obtrusive. The user is not obliged to place
his/her hand on a surface and generally there are less constraints regarding the placement of the
hand (e.g., using pegs) or the environment (e.g., uniform background). To achieve this, a lowcost 3-D sensor is used that captures both an image of the hand as well as its 3-D structure, and
novel algorithms for robust estimation of 3-D geometric hand features are proposed. Experimental
results demonstrate that the accuracy of the system is comparable with state-of-the-art hand
geometry recognition systems.

The main difference of our approach in comparison with the above techniques is that less
constraints are posed on the placement of the hand and the on environment. Working on a combination of color and 3-D information, we present robust algorithms which are capable of
withstanding in some degree, cluttered background, illumination variations, hand pose, finger
bending and appearance of rings. There are certainly limitations on the working conditions under
which the system may operate reliably, e.g., working outdoors or under large pose and finger
bending conditions may be problematic. However, these constraints are far less than those
imposed by existing systems.

Figure1.1 (a) Traditional scheme (b) Interoperable scheme


Another novelty of this paper is the exploitation of the 3-D shape of fingers along with
their 2-D silhouette to extract a set of discriminative features. Although 3-D finger shape as a
possible biometric has been proposed in [9], the present technique offers several advantages. The

work in this paper utilizes a real-time low-cost 3-D sensor for 3-D image acquisition instead of a
high-end range scanner used in [9]. Also, the proposed system facilitates relatively unconstrained
hand placement, while in [9] the hand is placed on a flat surface with uniform background.
Finally, the use of a limited number of cross-sectional 3-D finger measurements is adopted in this
paper, while [9] uses "3-D shape images" to represent each finger. Therefore, biometric templates
are only a few bytes and thus may be efficiently stored in smart-cards.

1.2. HISTORY

Hand geometry recognition is one of the most popular biometrics used today for user
verification. It works by comparing the 3-D geometry of the hand with a previously enrolled
sample. A simple two-dimensional (2-D) camera sensor is commonly used to capture an image of
the user's palm, while a lateral view of the hand is captured on the same CCD thanks to a mirror.
The user has to put his/her hand on a special platter with knobs or pegs that constrain the placing of
the hand on the platter. This greatly simplifies the process of feature extraction performed by
analyzing the image contours of the hand views [1], [2]. Various features such as width of the
fingers, length of the fingers and width of the palm have been proposed. Satisfactory recognition
results are obtained (96% for recognition and less than 5% EER 1 for authentication). Instead of using
measurements of the hand for verification, [3] uses points on a hand silhouette contour as features,
while matching is based on the mean alignment error between two sets of silhouette points. The
authentication accuracy of the system for a database of 53 people was about 2% FAR and 1.5%
FRR.

1.3. MOTIVATION
In 2006 the NSTCs Subcommittee on Biometrics of the U.S Government developed The
National Biometrics Challenge to identify key challenges in advancing the development of
biometrics. The report concludes that to fully meet large-scale identity governance requirements,
the use of biometric technology must be more robust, scalable and interoperable.

1.4. AIM AND OBJECTIVE


Interoperability is one of the aspects of biometry that has been scarcely studied. This
property provides a measure of the performance when you enroll a user with a biometric device
A and verifies his identity with a biometric device B (see Figure 1). Working with interoperable
procedures reduces technological dependences between users, models and systems and allows
companies to upgrade their biometric devices without the cost of repeated enrolment of all the
users.

1.5. OUTLINE OF THE PROJECT


In this paper we have illustrated the impact of changing sensors and approaches on the
performance of two of the most popular hand biometrics. The experiments show that
interoperability is possible between systems based on a similar design, that is to say, between
systems that acquire the hand dorsum or palm side, between touch or touchless systems, etc.
although the performance with respect to use of the same device worsened by 3 to 10. The use of
multi-instance or multi-modal schemes clearly outperforms the interoperable rates and emerges
as the best way to achieve competitive interoperable performances.
Comparative hand shape shows better performance in terms of interoperability than palm
print analysis. We deduce that the hand shape is not so dependent on the sensor. In this case, the
pose and hand side (palm or dorsum) are important factors. Nevertheless the texture of the palm
can vary depending on the sensor or the light used and for a fair comparison the experiments
they should be done in an open set.

CHAPTER 2
SURVEY OF THE
LITERATURE

2.1. INTRODUCTION

Our society has always placed great emphasis on maintaining the privacy of confidential
information. Traditionally, a user could be identified through something known only by the user,
such as a password, or something owned exclusively, for instance: a card. The main
inconvenience of these methods lies in the ease of appropriating the users identity.
Biometric techniques help overcome these security issues. Specifically, biometric
systems take advantage of physical or behavior features during the identification process. When
a biometric trait is assumed, it is necessary to consider four fundamental characteristics:
universality, uniqueness, invariance and quantification. Quality-cost relation and convenience
have to be taken into account when the biometric technology is transferred to the industry.
Robustness evaluation is also needed with the aim of minimizing vulnerability.

2.2 LITERATURE SURVEY


The main biometric systems measuring physical features are based on finger print, face,
hand-shape, palm print and iris recognition. Examples of behavior biometric systems are handwriting, signature and voice. In this paper we focus our attention on two of the most popular
hand biometrics: hand shape and palm prints. The reliability of hand shape and palm print
biometrics is high enough to be used in realistic and low cost environments. Furthermore, these
systems allow researchers to use different hand traits available with just one shot and even to
combine them without any additional hardware cost. In addition, hand-based biometric systems
present a high level of acceptability from their users.
So far the scientific community has presented a large variety of different biometric
systems based on hand shape and palm prints. Their proposals can be classified according to
different biometric considerations. One such consideration concerns the acquisition device used,
such as scanners, CCD cameras and webcams. Another classification can be done according to
the hand side: palm or dorsum. The illumination spectrum used varies from the visible to the near
infrared and multispectral imaging. The variety on the proposals is wide but to our knowledge
there are few studies regarding the relationships between the different schemes or approaches.

2.3 EXISTING SYSTEM

Hand geometry recognition is one of the most popular biometrics used today for user
verification. It works by comparing the 3-D geometry of the hand with a previously enrolled
sample. A simple two-dimensional (2-D) camera sensor is commonly used to capture an image of
the users palm, while a lateral view of the hand is captured on the same CCD thanks to a mirror.
The user has to put his/her hand on a special platter with knobs or pegs that constrain the placing
of the hand on the platter. This greatly simplifies the process of feature extraction performed by
analyzing the image contours of the hand views.
Various features such as width of the fingers, length of the fingers and width of the palm
have been proposed. Satisfactory recognition results are obtained (96% for recognition and less
than 5% EER 1% for authentication). Instead of using measurements of the hand for verification,
uses points on a hand silhouette contour as features, while matching is based on the mean
alignment error between two sets of silhouette points.
The authentication accuracy of the system for a database of 53 people was about 2% FAR
and 1.5% FRR. The major limitation of the above approaches is their obtrusiveness imposed by
the use of pegs, which constrain the positioning and posture of the hand. Moreover, correct
placement of the hand requires some training, and presents difficulties for specific user groups
such as young children and elderly. Therefore, several researchers have proposed to remove the
requirement for pegs, and use a document scanner or back-lit display for acquisition of hand
images. In a feature-based approach is used and an FRR close to 3% was achieved for an FAR of
1% on a database of 70 people. Also extracts hand features from hand silhouettes and employees
a hierarchical authentication scheme. For a database of 22 people FRR at 12% for FAR at 2.22%
is reported. Finally in [6], implicit polynomials are fitted on hand contours and geometric
invariants are subsequently computed from these polynomials. The invariants are then combined
with geometric hand features to perform matching and an FRR of 1% for an FAR of 1% on a
small database (45 images) is reported.
The problems are:
o Easily traceable by intruders
o Low reliability
o No unique identification
In these methods entire image is used for feature extraction.

2.4. PROPOSED SYSTEM


The biometrics have a significant advantage over traditional authentication techniques
(namely passwords, PIN numbers, smartcards etc.) due to the fact that biometric characteristics
of the individual are not easily transferable, are unique of every person, and cannot be lost, stolen
or broken.
The choice of one of the biometric solutions depends on several factors :
User acceptance
Level of security required
Accuracy
Cost and implementation time
In previous methods, entire image is used for feature extraction. But here in this proposed
algorithm 3d geometry points of the segmented finger are extracted and feature points are
extracted from these points. In the proposed method the images are captured and kept in the data
folder in my application. The proposed algorithm is invariant of the camera calibration. The
image is passed through four stages before extracting feature points.
In the first stage, the input image is threshold in order to segment the finger from the
background. Then this image is passed to second stage, where finger boundary points are
extracted by linear edge detection. Then this image is passed to third stage, which is simple
enlargement. That is, the finger boundary image is placed inside a large image in this stage.
This is done in order to find/select the geometry points from the boundary points of the finger. In
other words the image is enlarged so that the entire edge-image is fit in the center and geometrylines can be projected from outer.
Using this enlarged image as input, the geometry points of the finger are found for this, a
large circle is drawn around the finger in the enlarged image and from each circle point (360
degree) one line is drawn towards the center and the point (x, y) in that line where first edge

pixel of the finger is found is stored. During recognition, feature vector for test-image is found
and compared with all feature vectors of training images. The euclidean-distance between test
vector and training vectors are found and the matched image is the image with smallest distance.
Accuracy is 100-r where r is the ratio between smallest and maximum distance.
The main difference of our approach in comparison with the above techniques is that
fewer constraints are posed on the placement of the hand and the on environment. Working on a
combination of color and 3-D information, we present robust algorithms which are capable of
withstanding in some degree, cluttered background, illumination variations, hand pose, finger
bending and appearance of rings. There are certainly limitations on the working conditions under
which the system may operate reliably, e.g., working outdoors or under large pose and finger
bending conditions may be problematic. However, these constraints are far less than those
imposed by existing systems.

CHAPTER 3
PROBLEM DEFINITION
&
FEASIBILITY ANALYSIS

3.1 PROBLEM DEFINITION


A problem of personal verification and identification is an actively growing area of
research. In our global information society, there is an ever-growing need to authenticate
individuals. Biometrics-based authentication is emerging as a reliable method that can overcome
some of the limitations of the traditional automatic personal identification technologies. With the
rapid progress made in electronics and Internet commerce and with the increased emphasis on
security, there will be a growing need for secure transaction processing using biometrics
technology.
The methods are numerous, and are based on different personal characteristics. Voice , lip
movements , hand geometry , face , odor ,fingerprint are the most commonly used authentication
methods. All of these psychological and behavioral characteristics are called biometrics. The
biometrics is most commonly defined as measurable psychological or behavioral characteristic
of the individual that can be used in personal identification and verification. The driving force of
the progress in this field is, above all, the growing role of the Internet and electronic transfers in
modern society. Therefore, considerable number of applications is concentrated in the area of
electronic commerce and electronic banking systems.

3.2 FEASIBILITY ANALYSIS


The feasibility of the project is analyzed in this phase and business proposal is put forth
with a very general plan for the project and some cost estimates. During system analysis the
feasibility study of the proposed system is to be carried out. This is to ensure that the proposed
system is not a burden to the company. For feasibility analysis, some understanding of the major
requirements for the system is essential.

3.2.1 Operational feasibility


The aspect of study is to check the level of acceptance of the system by the user. This
includes the process of training the user to use the system efficiently. The user must not feel

threatened by the system, instead must accept it as a necessity. The level of acceptance by the
users solely depends on the methods that are employed to educate the user about the system and
to make him familiar with it. His level of confidence must be raised so that he is also able to
make some constructive criticism, which is welcomed, as he is the final user of the system.

3.2.2 Technical Feasibility


This study is carried out to check the technical feasibility, that is, the technical
requirements of the system. Any system developed must not have a high demand on the available
technical resources. This will lead to high demands on the available technical resources. This
will lead to high demands being placed on the client. The developed system must have a modest
requirement, as only minimal or null changes are required for implementing this system.

3.2.2.1 Hardware Resources


Processor

Intel Processor IV

RAM

128 MB

Hard disk

20 GB

CD drive

40 x Samsung

Floppy drive

1.44 MB

Monitor

15 Samtron color

Keyboard

108 mercury keyboard

Mouse

Logitech mouse

3.2.1.2 Software Resources


Operating System Windows XP/2000
Language used J2sdk1.4.0

3.2.3 Economical Feasibility


This study is carried out to check the economic impact that the system will have on the
organization. The amount of fund that the company can pour into the research and development
of the system is limited. The expenditures must be justified. Thus the developed system as well
within the budget and this was achieved because most of the technologies used are freely
available. Only the customized products had to be purchased.

CHAPTER 4
SYSTEM REQUIREMENTS
SPECIFICATION

4.1. INTRODUCTION
The SRS is developed as a consequence of analysis for identifying the requirements and
understanding the system more clearly. This analysis document is intended to capture and
describe all requirements of the system, and also make a model that defines the key classes in the
system. The purpose of analysis is to develop a series of solution models that describe computer
software, which works to satisfy the customers requirements. It is a pictorial representation of
the system and doesnt consider the coding phase of the development of the software.

4.2. PURPOSE
Interoperability is one of the aspects of biometry that has been scarcely studied. This
property provides a measure of the performance when you enroll a user with a biometric device
A and verifies his identity with a biometric device B (see Figure 1). Working with interoperable
procedures reduces technological dependences between users, models and systems and allows
companies to upgrade their biometric devices without the cost of repeated enrolment of all the
users.

4.3. SCOPE
Future studies could include more stable parameters that are oriented to interoperability,
in addition to other hand biometrics traits, such as knuckles. The increase in the number of users
on the database is essential in order to obtain more reliable conclusions. The effects of
multisession acquisition to the interoperability it is also an interesting topic to explore.

4.4 Definition, Acronyms and Abbreviation


Following is a list of the common acronyms and abbreviations used in this document with
their expansions
AF

Appearance Features

CF

Content Features

GDS

General Data Set

GUI

Graphical User Interface

EDIP

Extraction of Data Items from Web Pages

LF

Layout Features

PF

Position Features

SDS

Special Data Set

SRS

Software Requirement Specifiactio

VCDE

Visual Clue based Extraction of Web data

ViDE

Vision Based Approach for Deep Web Data Extraction

ViDIE

Vision Based Data Item Extractor

ViDRE

Vision Based Data Record Extractor

ViPER

Visual Information on a Web page for Data Records Extraction

VSDR

Visual Segmentation based Data Record Extraction

UML

Unified Modeling Language

Definitions are given in glossary of terms and refer any network encyclopedia for
immediate reference.

4.5 Assumptions and dependencies


In this system we considered a framework (A general framework for semantic search)
that is used for Implementation of a semantic search system. Depending on this framework the
system needs to consider
How documents can be effectively summarized
How summaries can be efficiently maintained by indexing techniques.
Then real content based search can begin.

4.6 Specific requirements


4.6.1 Functional Requirements
This sub-section of the SRS provides a summary of the functions that the individual
modules should perform.
The system after careful analysis has been identified to be presented with the following modules:

1. GUI module:
In this module a GUI will be developed to provide search privilege to the application end
user.
2. Control Flow Analysis Module:
In this module a design and implementation of software model to perform web
search using any public search engine.
3. Analysis Module:
In this module Design & implementation of s/w model to analyze resultant pages
and explores web pages that are hyperlinked.
4. Mining Module:
In this module full-text mining is performed to identify hyperlinked external web
pages that are relevant to query.
4.6.2 Behavioral Requirements
Since behavioral requirements are divided into two parts such as Behavioral and Non
behavioral. Behavioral defines what the system does, inputs, outputs, and transformation of
inputs to outputs. Non behavioral defines the attributes of the system as it performs its job, e.g.,
efficiency, reliability, security, maintainability, portability, and standards of compliance
Which are discussed as attributes of the system given below. Behavioral requirements needs
All inputs and outputs generated by the specific software functions have counted.
Relationships between the inputs and outputs defined.
All interfaces between the software and its environment have identified.
4.6.3 Hardware requirements
System

: Pentium IV 2.4 GHz.

Hard Disk

: 40 GB.

Floppy Drive

: 1.44 Mb.

Monitor

: 15 VGA Colour.

Mouse

: Logitech.

Ram

: 256 Mb.

4.6.4 Software Requirements


Operating system

: - Windows XP Professional.

Coding Language

: - Java.

Tool Used

: - Eclipse.

4.7 Internal and External Interfaces


This system has a user-friendly, easy, quick and efficient interfaces provided to user
requires minimal effort of learning and understanding. It is suitable for non-background people
to work with in the user-friendly environment.
4.8 Design Constraints
Design constraints represent design decisions that have been mandated and must be
adhered to. Examples include software languages, software process requirements, prescribed use
of developmental tools, architectural and design constraints, purchased components, class
libraries are chosen by considering different factors and limitations based on project.
4.9 Attributes
The Table 4.1 gives a listing of the various attributes and their expected levels of this system.
Efficiency: To make efficiency high, the size of computing code should less and the
resources required by the program to perform its functions should be low.
Ease of Installation: To achieve ease of Installation, the effort required for installing the
system should be minimal.
Maintainability: If the effort required for locating and fixing an error in a program is
less, Maintainability is said to be high.
Portability: It is designed to run on 32-bit, 100% compatible computer systems with a
Microsoft Windows 98 or better operating system.
Reliability: If the program performs its intended function with required precision, it is
said to have high reliability.
Security: Framework shall require no security considerations.

Usability: If the effort required for learning, operating, preparing input and interpreting
output of a program is less, usability is high.

Attribute
Efficiency

High

Medium

Ease of Installation
Maintainability

X
X

Portability
Reliability

Low

x
X

Usability

X
Table 4.9.1: Attributes

4.10 Help text


A complete documentation of the system should be provided for easy understanding of the
system and future enhancements. The documentation should contain:
Hardware and software requirements to install the system.
Working guidelines.

CHAPTER 5
DESIGN ISSUES

5.1. SYSTEM DESIGN

5.1.1 Introduction
Software design is an interactive process through which requirements are translated into a
blue print for constructing software. Design has been described as a multi step process in which
representations of data structure program structure interface characteristics and procedure details
are synthesized from information requirements. The objective is to provide the systematic
approach for the derivation of the design Blueprint, from which software is to be constructed.
Design is a phase where the requirements are actually translated into a finished software
product or system. Preliminary design is concerned with the transformation of requirements into
data and software architecture detailed design focuses on refinements to the architectural
implementation that lead to detailed data structure and algorithmic representation for software.

5.1.2. Description about Modules


1. DATA ACQUISITION

Data acquisition is the process of sampling signals that measure real world
physical conditions and converting the resulting samples into digital numeric values
that can be manipulated by a computer. Data acquisition systems (abbreviated with the
acronym DAS or DAQ) typically convert analog waveforms into digital values for
processing. The components of data acquisition systems include:
Sensors that convert physical parameters to electrical signals.
Signal conditioning circuitry to convert sensor signals into a form that can be
converted to digital values.
Analog-to-digital converters, which convert conditioned sensor signals to
digital values.
Data acquisition applications are controlled by software programs developed using
various general purpose programming languages such
as BASIC, C, Fortran, Java, Lisp, Pascal.

2. HAND DETECTION
By capturing the image of low resolution pixel using camera and comparing with the
image in the database
3. HAND LOCALIZATION
Detection of the placement of the hand i.e, the environmental background of the image
where the hand is placed must be detected. The hand placed in the environment must be detected
4. FINGER BOUNDARY LOCALIZATION
Detection of the boundary points of the hand i.e, the hand placed in the image in which
position is placed must be detected. The hand geometry is captured accordingly by eliminating
the background of the hand
5. FEATURE EXTRACTION AND MATCHING
Using the algorithms we extract the end points by darkening the end points obtained from
the image .The obtaining of the end points is the process of extraction. The obtained end points
are featured in a form of the alignment which is compared with the image that is present in the
database. This is known as matching
6. EXPERIMENTAL RESULTS
If the comparison and the end points are matched the access to the control is given else
Denied to access the control

5.2. DETAILED DESIGN


Unified Modeling Language (UML) is a standard language for writing software blue
prints. A language which provides a vocabulary and the rules for combining words for the
purpose of communication. A modeling language is a language whose vocabulary and rules focus
on the conceptual and physical representation of a system. A modeling language such as the
UML is thus a standard language for software blueprints. Modeling is a central part of all the
activities that lead up to the deployment of good software. We build models to communicate the
desired structure and behavior of our system.
UML is a general purpose visual modeling language that is used to specify,
visualize, construct, and document the artifacts of the software system. UML will provide
vocabulary and rules for communications and functions on conceptual and physical

representation. So it is called as modeling language. The UML is applicable to object-orient


problem solving. A model is an abstraction of the underlying problem. The domain is the actual
world from which the problem comes. Models consist of Object that interacts by sending each
other message. Think of an object as alive. Objects have things they know (attributes) and
things they can do (behaviors or operations). The values of an objects attributes determine its
state. Classes are the blueprint for objects.

5.1.3. Interface Design


There are 3 types of interfaces in the design process.
User Interface
Hardware Interface

Software Interface
5.1.3.1 User interface design
User interface design or user interface engineering is the design of computers,
appliances, machines, mobile communication devices, software applications, and websites with
the focus on the user's experience and interaction. Where traditional graphic design seeks to
make the object or application physically attractive, the goal of user interface design is to make
the user's interaction as simple and efficient as possible, in terms of accomplishing user goals
what is often called user-centered design. Where good graphic/industrial design is bold and eye
catching, good user interface design is to facilitate finishing the task at hand over drawing
unnecessary attention to itself.
Graphic design may be utilized to apply a theme or style to the interface without
compromising its usability. The design process of an interface must balance the meaning of its
visual elements that confirm the mental model of operation, and the functionality from a
technical engineering perspective, in order to create a system that is both usable and easy to
adapt to the changing user needs.

User Interface design is involved in a wide range of projects from computer


systems, to cars, to commercial planes; all of these projects involve much of the same basic
human interaction yet also require some unique skills and knowledge. As a result, user interface
designers tend to specialize in certain types of projects and have skills centered around their
expertise, whether that be software design, user research, web design, or industrial design.

5.1.3. Interface Design


There are 3 types of interfaces in the design process.
User Interface
Hardware Interface

Software Interface
5.1.3.1 User interface design
User interface design or user interface engineering is the design of computers,
appliances, machines, mobile communication devices, software applications, and websites with
the focus on the user's experience and interaction. Where traditional graphic design seeks to
make the object or application physically attractive, the goal of user interface design is to make
the user's interaction as simple and efficient as possible, in terms of accomplishing user goals
what is often called user-centered design. Where good graphic/industrial design is bold and eye
catching, good user interface design is to facilitate finishing the task at hand over drawing
unnecessary attention to itself.
Graphic design may be utilized to apply a theme or style to the interface without
compromising its usability. The design process of an interface must balance the meaning of its
visual elements that confirm the mental model of operation, and the functionality from a
technical engineering perspective, in order to create a system that is both usable and easy to
adapt to the changing user needs.
User Interface design is involved in a wide range of projects from computer
systems, to cars, to commercial planes; all of these projects involve much of the same basic

human interaction yet also require some unique skills and knowledge. As a result, user interface
designers tend to specialize in certain types of projects and have skills centered around their
expertise, whether that be software design, user research, web design, or industrial design.
5.1.3 Hardware Interface
System

: Pentium IV 2.4 GHz.

Hard Disk

: 40 GB.

Floppy Drive

: 1.44 Mb.

Monitor

: 15 VGA Colour.

Mouse

: Logitech.

Ram

: 256 Mb.

5.1.4 Software Interface


Operating system

: - Windows XP Professional.

Coding Language

: - Java.

Tool Used

: - Eclipse.

5.2.1 Introduction to UML Diagrams

The unified modeling language allows the software engineer to express an analysis model
using the modeling notation that is governed by a set of syntactic semantic and pragmatic
rules.

A UML system is represented using five different views that describe the system from
distinctly different perspective. Each view is defined by a set of diagram, which is as follows.

User Model View


This view represents the system from the users perspective.
The analysis representation describes a usage scenario from the end-users
perspective.

Structural model view

In this model the data and functionality are arrived from inside the system.
This model view models the static structures.

Behavioral Model View


It represents the dynamic of behavioral as parts of the system, depicting
the interactions of collection between various structural elements
described in the user model and structural model view.

Implementation Model View


In this the structural and behavioral as parts of the system are represented
as they are to be built.

Environmental Model View


In this the structural and behavioral aspects of the environment in which
the system is to be implemented are represented.

5.2.2. UML Diagrams


A diagram is the graphical presentation of a set of elements, most often rendered as a
connected graph of vertices (things) and arcs (relationships).There are two types of diagrams,
they are:
1. STRUCTURAL DIAGRAMS
2. BEHAVIORAL DIAGRAMS

Structural Diagrams

The UMLs four structural diagrams exist to visualize, specify, construct and document
the static aspects of a system. We can View the static parts of a system using one of the following
diagrams.
1.

Class diagram
2.

Object diagram

3.

Component diagram

4.

Deployment diagram

Behavioral Diagrams

The UMLs five behavioral diagrams are used to visualize, specify, construct, and
document the dynamic aspects of a system. The UMLs behavioral diagrams are roughly
organized around the major ways which can model the dynamics of a system.
The following diagrams comes under this
1.
2.
3.
4.
5.

Use case diagram


Sequence diagram
Collaboration diagram
State chart diagram
Activity diagram

5.2.2 UML Diagrams


What is UML?
UML stands for Unified Modeling Language. This object-oriented system of notation has evolved from
the work of Grady Booch, James Rumbaugh, Ivar Jacobson, and the Rational Software Corporation.
These renowned computer scientists fused their respective technologies into a single, standardized
model. Today, UML is accepted by the Object Management Group (OMG) as the standard for modeling
object oriented programs.

Types of UML Diagrams


UML defines nine types of diagrams: class (package), object, use case, sequence, collaboration,
statechart, activity, component, and deployment.

5.2.2.1 Class Diagram


Class diagrams are the backbone of almost every object oriented method, including UML. They
describe the static structure of a system.

Fig 5.2.2.1 class diagram

5.2.2.3 Activity Diagram


Activity diagrams illustrate the dynamic nature of a system by modeling the flow of control from
activity to activity. An activity represents an operation on some class in the system that results in a
change in the state of the system. Typically, activity diagrams are used to model workflow or business
processes and internal operation.

Fig 5.2.3 activity diagram

5.2.2.4 Sequence/Collaboration Diagram


Sequence diagrams describe interactions among classes in terms of an exchange of messages over
time.

Fig 5.2.2.4 sequence diagram


Collaboration Diagrams
Collaboration diagrams represent interactions between objects as a series of sequenced messages.
Collaboration diagrams describe both the static structure and the dynamic behavior of a system.

Fig 5.2.2.4 collaboration diagram

5.2.2.5 Component Diagram


Component diagrams describe the organization of physical software components, including source
code, run-time (binary) code, and executables.

Fig 5.2.2.5 component diagram


5.2.2.6 Deployment Diagram

Deployment diagrams depict the physical resources in a system, including nodes, components, and
connections.

Fig 5.2.2.6 deployment diagram

Package Diagrams
Package diagrams are a subset of class diagrams, but developers sometimes treat them as a separate
technique. Package diagrams organize elements of a system into related groups to minimize
dependencies between packages.

Fig 5.2.3 Package diagram


Object Diagrams
Object diagrams describe the static structure of a system at a particular time. They can be used to test
class diagrams for accuracy.

Fig 5.2.4 object diagram


Use Case Diagrams
Use case diagrams model the functionality of system using actors and use cases.

Fig 5.2.5 use case diagram

State chart Diagrams


State chart diagrams describe the dynamic behavior of a system in response to external stimuli. State
chart diagrams are especially useful in modeling reactive objects whose states are triggered by
specific events.

Fig 5.2.6 state diagram

CHAPTER 6
CONCLUSION
AND
FUTURE WORK

6.1. CONCLUSION

In this paper we proposed a new approach for biometric authentication that is based on
measurements of the 3-D hand geometry using a real-time low-cost 3-D sensor. We have
demonstrated the ability of the proposed algorithms to work robustly in relatively unconstrained
conditions, while the results obtained on a relatively large database indicate that performance is not
sacrificed. Although the error rates achieved are higher than those required in security applications,
there are several other emerging applications such as personalization of services and attendance
control that may benefit from the unobtrusive user authentication achieved by the proposed
system. Furthermore, if the proposed system is combined with other authentication modalities
such as face recognition, the overall performance of the multimodal system is expected to be
superior since 3-D hand geometry is not affected by variations in illumination, age, obstructions,

etc. In particular the same 3-D sensor may be used to capture face and hand images and therefore
the proposed technique is ideal for fusion with 3-D face biometrics [16], [17]. This is expected to
lead to a low-cost solution offering highly reliable authentication without sacrificing user
convenience.

BIBLIOGRAPHY

[1] A. Jain, A. Ross, and S. Pankanti, A prototype hand geometry-based


verification system, in Proc. 2nd Int. Conference on Audio and VideoBased Biometric Person Authentication (AVBPA),Washington, DC, Mar.
1999, pp. 166171.
[2] R. Sanchez-Reillo, C. Sanchez-Avila, and A. Gonzalez-Marcos, Biometric
identification through hand geometry measurements, IEEE
Trans. Pattern Anal. Mach. Intell., vol. 22, no. 10, pp. 11681171,
2000.
[3] A. K. Jain and N. Duta, Deformable matching of hand shapes for verification,
in Int. Conf. Image Processing, Kobe, Japan, Oct. 1999, pp.
857861.

[4] Y. Bulatov, S. Jambawalikar, P. Kumar, and S. Sethia, Hand recognition


using geometric classifiers, in 1st Int. Conf. Biometric Authentication
(ICBA), Hong Kong, China, Jul. 2004, pp. 753759.
[5] L. Wong and P. Shi, Peg-free hand geometry recognition using hierarchical
geometry and shape matching, in IAPR Workshop on Machine
Vision Applications, Nara, Japan, 2002, pp. 281284.

WEBSITES
1. www.scribd.com
2. www.mendeley.com
3. www.cs.binghamton.edu.com
4. www.wikipedia.org
5. www.chetanasprojects.com
6. www.simmine.com
7. www.google.com

You might also like