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Security Access Using 3d Finger Alignment
Security Access Using 3d Finger Alignment
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
CHAPTER 3
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14
15
15
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CHAPTER 4
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4.9 Attributes
4.10 Help text
DESIGN ISSUES
5.1. System Design
5.1.1 Introduction
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23
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CHAPTER 2
CHAPTER 5
2
7
7
8
8
10
11
12
CHAPTER 6
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27
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CONCLUSION
6.1. Conclusion
37
38
BIBLIOGRAPHY
-References
-Websites
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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.
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.
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.
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.
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
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.
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
Mouse
Logitech mouse
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.
Appearance Features
CF
Content Features
GDS
GUI
EDIP
LF
Layout Features
PF
Position Features
SDS
SRS
VCDE
ViDE
ViDIE
ViDRE
ViPER
VSDR
UML
Definitions are given in glossary of terms and refer any network encyclopedia for
immediate reference.
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
Hard Disk
: 40 GB.
Floppy Drive
: 1.44 Mb.
Monitor
: 15 VGA Colour.
Mouse
: Logitech.
Ram
: 256 Mb.
: - Windows XP Professional.
Coding Language
: - Java.
Tool Used
: - Eclipse.
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
CHAPTER 5
DESIGN ISSUES
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.
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
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.
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
Hard Disk
: 40 GB.
Floppy Drive
: 1.44 Mb.
Monitor
: 15 VGA Colour.
Mouse
: Logitech.
Ram
: 256 Mb.
: - Windows XP Professional.
Coding Language
: - Java.
Tool Used
: - Eclipse.
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.
In this model the data and functionality are arrived from inside the system.
This model view models the static structures.
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.
Deployment diagrams depict the physical resources in a system, including nodes, components, and
connections.
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.
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
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