{"title":"Behavioral Gait Biometrics in VR: Is the Use of Synthetic Samples Able to Increase Person Identification Metrics?","authors":"Aleksander Sawicki","doi":"10.1002/cav.70016","DOIUrl":null,"url":null,"abstract":"<div>\n \n <p>In this paper, we present an approach to build a biometric system capable of identifying subjects based on gait. The experiments were carried out with a proprietary gait corpus collected from 100 subjects. In the data acquisition process, we used a commercially available perception neuron body suit equipped with motion sensors and dedicated to entertainment in the VR domain. Classification was performed using two variants of the CNN architecture and evaluated using cross-day validation. A novelty in the presented approach was the exploration of research areas related to the usage of synthetically generated samples. Experiments were conducted for two types of preprocessing—a low-pass filtering of the signals using a 3rd- or 1st-order Butterworth filter. For the first variant, the synthetic samples generated by the long short-term memory-mixture density network (LSTM-MDN) model allowed us to increase the F1-score from 0.928 to 0.966. Meanwhile, in the second case from 0.970 to 0.978 F1-score.</p>\n </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 2","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2025-04-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.70016","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
In this paper, we present an approach to build a biometric system capable of identifying subjects based on gait. The experiments were carried out with a proprietary gait corpus collected from 100 subjects. In the data acquisition process, we used a commercially available perception neuron body suit equipped with motion sensors and dedicated to entertainment in the VR domain. Classification was performed using two variants of the CNN architecture and evaluated using cross-day validation. A novelty in the presented approach was the exploration of research areas related to the usage of synthetically generated samples. Experiments were conducted for two types of preprocessing—a low-pass filtering of the signals using a 3rd- or 1st-order Butterworth filter. For the first variant, the synthetic samples generated by the long short-term memory-mixture density network (LSTM-MDN) model allowed us to increase the F1-score from 0.928 to 0.966. Meanwhile, in the second case from 0.970 to 0.978 F1-score.
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.