Behavioral Gait Biometrics in VR: Is the Use of Synthetic Samples Able to Increase Person Identification Metrics?

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Aleksander Sawicki
{"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.

Abstract Image

VR中的行为步态生物识别:合成样本的使用是否能够增加人的识别指标?
在本文中,我们提出了一种方法来建立一个能够识别基于步态的受试者的生物识别系统。实验采用从100名受试者中收集的专有步态语料库进行。在数据采集过程中,我们使用了一种市售的带有运动传感器的感知神经元身体套装,专门用于VR领域的娱乐。使用CNN架构的两种变体进行分类,并使用跨日验证进行评估。所提出的方法的新颖之处在于探索与合成生成样本的使用相关的研究领域。实验进行了两种类型的预处理-使用三阶或一阶巴特沃斯滤波器对信号进行低通滤波。对于第一个变体,使用长短期记忆混合密度网络(LSTM-MDN)模型生成的合成样本使我们能够将f1得分从0.928提高到0.966。同时,在第二种情况下f1得分从0.970上升到0.978。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信