Rozprawy doktorskie na temat „BIOMETRIC FRAMEWORK”
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Van, de Haar Helen Augusta. "A framework for biometrics for social grants in South Africa". Thesis, Nelson Mandela Metropolitan University, 2013. http://hdl.handle.net/10948/d1021018.
Pełny tekst źródłaKalaf, William M. "Arizona law enforcement biometrics identification and information sharing technology framework". Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Mar/10Mar%5FKalaf.pdf.
Pełny tekst źródłaThesis Advisor(s): Bergin, Richard ; Josefek, Robert. "March 2010." Description based on title screen as viewed on April 28, 2010. Author(s) subject terms: Arizona Criminal Justice Commission, biometrics technology, biometrics identification, facial recognition, fingerprint identification, law enforcement, information sharing, criminal information sharing, Arizona, Mexico, New Mexico, Texas, California, RISC, AFIS, IAFIS, NGI, governors border conferences, Central America, south west border initiative. Includes bibliographical references (p. 87-92). Also available in print.
Rautenbach, James. "Towards a framework for identity verification of vulnerable children within the Eastern Cape". Thesis, Nelson Mandela Metropolitan University, 2007. http://hdl.handle.net/10948/597.
Pełny tekst źródłaNdlangisa, Mboneli. "DRUBIS : a distributed face-identification experimentation framework - design, implementation and performance issues". Thesis, Rhodes University, 2004. http://eprints.ru.ac.za/93/1/MNdlangisa-MSc.pdf.
Pełny tekst źródłaBaig, Asim. "Biometric fusion frameworks". Thesis, Queen's University Belfast, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.534635.
Pełny tekst źródłaHassanzadeh, Reza. "A secure framework and related protocols for ubiquitous access to electronic health records using Java sim cards". Thesis, Queensland University of Technology, 2010. https://eprints.qut.edu.au/37589/1/Reza_Hassanzadeh_Thesis.pdf.
Pełny tekst źródłaChitiprolu, Jyothi. "Three Factor Authentication Using Java Ring and Biometrics". ScholarWorks@UNO, 2004. http://scholarworks.uno.edu/td/187.
Pełny tekst źródłaMeharia, Pallavi. "Secure Trust Establishment in an Internet of Things Framework". University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1479818898487158.
Pełny tekst źródłaLeonard, Dwayne Christopher. "A Framework for the Creation of a Unified Electronic Medical Record Using Biometrics, Data Fusion and Belief Theory". Scholarly Repository, 2007. http://scholarlyrepository.miami.edu/oa_dissertations/246.
Pełny tekst źródłaOzdemir, Musa Kazim. "A Framework For Authentication Of Medical Reports Based On Keystroke Dynamics". Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612081/index.pdf.
Pełny tekst źródłaBezerra, Giuliana Silva. "A framework for investigating the use of face features to identify spontaneous emotions". Universidade Federal do Rio Grande do Norte, 2014. http://repositorio.ufrn.br/handle/123456789/19595.
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Emotion-based analysis has raised a lot of interest, particularly in areas such as forensics, medicine, music, psychology, and human-machine interface. Following this trend, the use of facial analysis (either automatic or human-based) is the most common subject to be investigated once this type of data can easily be collected and is well accepted in the literature as a metric for inference of emotional states. Despite this popularity, due to several constraints found in real world scenarios (e.g. lightning, complex backgrounds, facial hair and so on), automatically obtaining affective information from face accurately is a very challenging accomplishment. This work presents a framework which aims to analyse emotional experiences through naturally generated facial expressions. Our main contribution is a new 4-dimensional model to describe emotional experiences in terms of appraisal, facial expressions, mood, and subjective experiences. In addition, we present an experiment using a new protocol proposed to obtain spontaneous emotional reactions. The results have suggested that the initial emotional state described by the participants of the experiment was different from that described after the exposure to the eliciting stimulus, thus showing that the used stimuli were capable of inducing the expected emotional states in most individuals. Moreover, our results pointed out that spontaneous facial reactions to emotions are very different from those in prototypic expressions due to the lack of expressiveness in the latter.
Emotion-based analysis has raised a lot of interest, particularly in areas such as forensics, medicine, music, psychology, and human-machine interface. Following this trend, the use of facial analysis (either automatic or human-based) is the most common subject to be investigated once this type of data can easily be collected and is well accepted in the literature as a metric for inference of emotional states. Despite this popularity, due to several constraints found in real world scenarios (e.g. lightning, complex backgrounds, facial hair and so on), automatically obtaining affective information from face accurately is a very challenging accomplishment. This work presents a framework which aims to analyse emotional experiences through naturally generated facial expressions. Our main contribution is a new 4-dimensional model to describe emotional experiences in terms of appraisal, facial expressions, mood, and subjective experiences. In addition, we present an experiment using a new protocol proposed to obtain spontaneous emotional reactions. The results have suggested that the initial emotional state described by the participants of the experiment was different from that described after the exposure to the eliciting stimulus, thus showing that the used stimuli were capable of inducing the expected emotional states in most individuals. Moreover, our results pointed out that spontaneous facial reactions to emotions are very different from those in prototypic expressions due to the lack of expressiveness in the latter.
Muhammad, Atif. "A computationally efficient framework for large-scale distributed fingerprint matching". Thesis, 2017. https://hdl.handle.net/10539/23747.
Pełny tekst źródłaBiometric features have been widely implemented to be utilized for forensic and civil applications. Amongst many different kinds of biometric characteristics, the fingerprint is globally accepted and remains the mostly used biometric characteristic by commercial and industrial societies due to its easy acquisition, uniqueness, stability and reliability. There are currently various effective solutions available, however the fingerprint identification is still not considered a fully solved problem mainly due to accuracy and computational time requirements. Although many of the fingerprint recognition systems based on minutiae provide good accuracy, the systems with very large databases require fast and real time comparison of fingerprints, they often either fail to meet the high performance speed requirements or compromise the accuracy. For fingerprint matching that involves databases containing millions of fingerprints, real time identification can only be obtained through the implementation of optimal algorithms that may utilize the given hardware as robustly and efficiently as possible. There are currently no known distributed database and computing framework available that deal with real time solution for fingerprint recognition problem involving databases containing as many as sixty million fingerprints, the size which is close to the size of the South African population. This research proposal intends to serve two main purposes: 1) exploit and scale the best known minutiae matching algorithm for a minimum of sixty million fingerprints; and 2) design a framework for distributed database to deal with large fingerprint databases based on the results obtained in the former item.
GR2018
Akanji, Adebayo Olatunji. "A conceptual framework for deployment of fingerprint biometric : a case of ABC Motors". 2012. http://encore.tut.ac.za/iii/cpro/DigitalItemViewPage.external?sp=1001575.
Pełny tekst źródłaVehicle crime rate is increasing in many countries, particularly, in the developing countries. This includes theft and physical damages. These crimes are of major concern to individuals and organizations (such insurance companies). The crime rate on vehicles has impact on the country's economy. A more accurate identification processes and methods can help prevent crime, fraud, essential resources and reliable for access control. In the world today, car theft seems to grow every day and one of the best possible solution is to put in place high and accurate authorization and authentication method. The study investigated how Fingerprint Biometric Technology could be deployed in Motor vehicles to enhance the security features. This include investigation on the factors which influence and impact technology adoption. Factors influencing the deployment of Fingerprint Biometric Technology were identified from the findings and a Framework was developed. The primary aim of the Framework is to guide the adoption and use of Fingerprint Biometric Technology for an improved and enhanced security systems in Motor vehicles.
Seixas, Manuel César Bessa. "A framework for the manipulation of video game elements using the player's biometric data". Master's thesis, 2016. https://repositorio-aberto.up.pt/handle/10216/85230.
Pełny tekst źródłaThe following dissertation focuses on the use of several biometric signals produced by the human being (in this specific case, the player) to manipulate several elements present in a game. These elements are composed by the game mechanics, soundtrack, visual assets, enemies and NPCs' artificial intelligence, dialogues and narrative sequences.To do such, this work presents a framework for the development of a supporting structure meant for games that wish to use this type of interaction mechanism as well as the implementation of a prototype using the said framework.
Seixas, Manuel César Bessa. "A framework for the manipulation of video game elements using the player's biometric data". Dissertação, 2016. https://repositorio-aberto.up.pt/handle/10216/85230.
Pełny tekst źródłaThe following dissertation focuses on the use of several biometric signals produced by the human being (in this specific case, the player) to manipulate several elements present in a game. These elements are composed by the game mechanics, soundtrack, visual assets, enemies and NPCs' artificial intelligence, dialogues and narrative sequences.To do such, this work presents a framework for the development of a supporting structure meant for games that wish to use this type of interaction mechanism as well as the implementation of a prototype using the said framework.
Tavares, André Filipe. "Development of a generic fingerprint authentication framework". Master's thesis, 2009. http://hdl.handle.net/10216/61603.
Pełny tekst źródłaTavares, André Filipe. "Development of a generic fingerprint authentication framework". Dissertação, 2009. http://hdl.handle.net/10216/61603.
Pełny tekst źródłaDegardin, Bruno Manuel. "Weakly and Partially Supervised Learning Frameworks for Anomaly Detection". Master's thesis, 2020. http://hdl.handle.net/10400.6/10821.
Pełny tekst źródłaA detecção automática de eventos anómalos em imagens de videovigilância permanece uma inquietação por parte da comunidade científica. Sendo a proteção o principal propósito da instalação de sistemas de vigilância, a capacidade de monitorização da segurança pública, e a sua rápida resposta para satisfazer essa finalidade, é uma adversidade até para o ser humano. Nos dias de hoje, com o aumento do uso de sistemas de videovigilância, a capacidade humana não tem alcançado a cadência necessária, exigindo uma supervisão exorbitante para a identificação de acontecimentos invulgares que coloquem uma identidade ou sociedade em risco. O facto da probabilidade de se suceder um incidente ser extremamente reduzida comparada a eventualidades normais, existe um gasto substancial de tempo de ofício. Consequentemente, a necessidade para um algorítmo de detecção automática de incidentes tem vindo a ser crucial em videovigilância. Mesmo sendo alvo de vários trabalhos científicos publicados na última década, o desempenho do estado-da-arte continua insatisfatório e abaixo do requisitado para uma implementação eficiente deste tipo de tecnologias em ambientes e cenários totalmente espontâneos e incontinentes. Porém, apesar de toda a investigação realizada nesta área, a automatização de detecção de incidentes é um desafio que perdura por várias razões. Começando pela diversidade ambiental, a complexidade da semalhança entre movimentos de ações distintas, cenários de multidões, e ter em conta todos os padrões para definir uma ação normal, é indiscutivelmente difícil ou impossível. Não obstante a dificuldade de resolução destes problemas, o obstáculo fundamental consiste na obtenção de um número suficiente de instâncias classificadas anormais, considerando algoritmos de visão computacional é essencial. Mais importante ainda, obter um vasto conjunto de diferentes vídeos capazes de satisfazer as condições previamente mencionadas, não é uma tarefa simples. Em adição ao esforço e tempo despendido, estabelecer um limite entre ações normais e anormais é frequentemente indistinto. Tendo estes aspetos em consideração, neste trabalho, o principal objetivo é providenciar diversas soluções para os problemas previamente mencionados, concentrando na análise de métodos do estado-da-arte e apresentando uma visão abrangente dos mesmos para clarificar os conceitos aplicados na captura de padrões normais e anormais. Inclusive, a exploração de diferentes estratégias habilitou-nos a desenvolver novas abordagens que aprimoram consistentemente o desempenho do estado-da-arte. Por último, anunciamos a disponibilidade de um novo conjunto de dados, em grande escala, totalmente anotado ao nível da frame em relação à detecção de anomalias em um evento específico com uma vasta diversidade em cenários de luta, podendo ser livremente utilizado pela comunidade científica. Neste documento, com o propósito de requerer o mínimo de supervisão, são descritas duas propostas diferentes; O primeiro método põe em prática a recente técnica de aprendizagem auto-supervisionada para evitar a árdua tarefa de anotação, onde o conjunto de treino é classificado autonomamente usando uma estrutura de aprendizagem iterativa composta por duas redes neuronais independentes que fornecem dados entre si através de uma estrutura Bayesiana. A segunda proposta explora um novo método para aprender um modelo de classificação de anomalias no paradigma multiple-instance learning manuseando vídeos fracamente anotados, onde a classificação do conjunto de treino é feita ao nível do vídeo. As experiências foram concebidas em vários conjuntos de dados, e as nossas soluções superam consolidamente o estado-da-arte. Adicionalmente, como sistema de prova de conceito, apresentamos os resultados da execução do nosso modelo em simulações reais em diferentes ambientes.