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).
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.