Áèîëîãè÷åñêèå íàóêè / Áèîèíæåíåðèÿ è áèîèíôîðìàòèêà                                                                            

 

N.S. Mkrtycheva, V.Y. Trut

South-Russia State University of Economics and Services, Russia

Biometry: The Future of Identification

Biometry represents a set of the automated methods and means of identification of the person, based on his physiological or behavioral characteristic. All systems of biometric identification carry out two basic functions:

-  registration - on several measurements from the reading biometric device which form digital  representation (a template or a model) of the  biometric characteristics (depending on a method: a fingerprint, iris scans, etc.), corresponding to the registered person;

-  recognition - one or a lot of measurements of the biometric characteristic of the reading device is transforming in suitable for use the digital form and then compare with:

a) the unique template, corresponding to the verifiable  person. The template is selected by preliminary entered number or code. The results of the comparison come back to the application. Such procedure is called verification or comparison «one to one». The result of the comparison is usually the number which is probability that compared template belongs to one person. Then with the use of any mathematical criterion the decision on identity of templates is made;

b) all registered templates (without a preliminary selection of a template and inputting of a number or a code). As a result the list of several most similar templates (with the highest probabilities received at comparison) comes back. Then, as in the previous case, with the use of any mathematical criterion the decision on identity of templates is made. Such procedure is called identification or comparison "one to many".

The origins of biometric technologies are much more ancient, than it is possible to assume on their futuristic image. Even the creators of Great Pyramids in Egypt acknowledged advantages of identification of workers with corporal characteristics which had been recorded earlier. Egyptians had obviously outstripped time because during the next four thousand years in this field practically anything new didn't happen. Only at the end of 19 century the systems using prints of fingers and other physical characteristics for identification of people started to appear. For example, in 1880 Henry Foulds, the Scottish doctor living in Japan, published his reflections about variety and uniqueness of prints of fingers, and has assumed that they can be used for identification of criminals. In 1900 such significant work as a system of fingerprint classification written by Galton-Henry was published.

Biometric technology was practically not developed until 1960, when the brothers Miller in New Jersey introduced the device automatically measured the length of human fingers. In the late 1960's and 70's also was developed identification technology for voice and signature.

Today biometry is used in many fields but let’s have a look at the most interesting of them.

Biometry in video games used to measure a player’s emotional response to a game. Before the days of biometry, the methods used to evaluate reactions to video games were observation and interview. Video cameras were set up while participants played a game and researchers observed their body language. The problem with this is you can see what they are doing but not why. Self-report from a player is a useful tool but may not always be accurate.

With biometry, sensors are attached to a player’s body while they play a particular game. One of these methods is GSR (galvanic skin response). It measures subtle changes in the body’s temperature which produce tiny amounts of sweat. Other methods used in biometry include EEG readings (which measure brain activity), heart rate and EMG (a test of facial muscular tension - which shows whether players are showing positive or negative emotions through either smiling or frowning).

Using these methods researchers can tell what reactions players are having to a particular game and help to identify user experience issues. They then use behavior analysis (by interviewing the player after they have played the game) to find out why they are feeling those emotions. This gives the researchers the whole picture of the game experience.

With tools like these there need never be a dull video game again!

Neurointerface is a technique that connects something to a nervous system and using this nervous system controls the thing. For example the goal of the bioengineers is to connect bionic limbs instead of some hurt or missing organic limbs (hand, legs, recently eyes and ears).

Most of these devices are in process of development and testing but soon they will be accessible to the population. Neurointerface is the next step to hybrid of human and computer.

Biometry progresses very fast. Another steady tendency in biometry is the reduction of the size of devices. With this capability, biometric technologies can be used in pretty perspective market of mobile phones and pocket computers. So biometry gradually becomes a habitual and standard element of mass production.

 

         References

      1. ×òî òàêîå «áèîìåòðèÿ»? [Ýëåêòðîííûé ðåñóðñ] / – URL: http://www.biometrics.com/bio.php ñâîáîäíûé. – Çàãë. ñ ýêðàíà. – ßç. ðóñ.

          2. Êðàòêàÿ èñòîðèÿ áèîìåòðèè [Ýëåêòðîííûé ðåñóðñ] / – URL: http://www.tadviser.ru/index.php/ ñâîáîäíûé. – Çàãë. ñ ýêðàíà. – ßç. ðóñ.

3. Develop 2010: How to use biometrics to improve player experience [Ýëåêòðîííûé ðåñóðñ] / – URL: http://software.intel.com/en-us/blogs/2010/07/21/develop-2010/ ñâîáîäíûé. – Çàãë. ñ ýêðàíà. – ßç. àíãë.