Key factors in the public acceptance of biometric systems are non-intrusiveness, ease of use, and trust. In this paper we propose a biometric identity verification system consisting of a non-intrusive virtual mirror interface, and a face verifier using fractal coding to store the biometric template on a smart-card. The virtual mirror interface assists the user to obtain a frontal face image. The limited memory requirements of the fractal template and processing requirements of fractal decoding enable the implementation of the verification procedure on a smart-card. This set-up facilitates non-intrusive and easy to use biometric verification, and provides trust by adding a visualization to the biometric yes/no decision. Since the system does not require user assistance, it enables secure access over the Internet.
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Particle image velocimetry has been widely used in various sectors from the automotive to aviation, research, and development, energy, medical, turbines, reactors, electronics, education, refrigeration for flow characterization and investigation. In this study, articles examined in open literature containing the particle image velocimetry techniques are reviewed in terms of components, lasers, cameras, lenses, tracers, computers, synchronizers, and seeders. The results of the evaluation are categorized and explained within the tables and figures. It is anticipated that this paper will be a starting point for researchers willing to study in this area and industrial companies willing to include PIV experimenting in their portfolios. In addition, the study shows in detail the advantages and disadvantages of past and current technologies, which technologies in existing PIV laboratories can be renewed, and which components are used in the PIV laboratories to be installed.
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Measuring and designing user experience in retail and gaming virtual reality using a CAVE set-up In this project we designed and measured user experiences in a CAVE virtual reality set-up. Virtually all studies have taken the form of experiment studies and have been conducted among consumers (in total more than 1500 consumers) who had to visit the virtual world with assignments based on which behaviour has been observed and after which a survey was conducted afterwards. The studies were carried out within the three lines of inquiry: a. Branded games / in-game advertising, revealing (positive) effects of in-game advertising on attention and attitude based on logos and faces incorporated into the games. Various applications (prototypes) have been developed that stimulate the shopping experience and the interaction between shop and consumer. (b) FMCG: studies answered the question which factors influence search and choice behaviour in the supermarket. On the basis of the studies, the clients have designed new packaging and adapted existing designs, deployed new shelf layouts, developed and implemented new Retail strategies, optimized instore communication and (e) the knowledge about consumer behaviour in the supermarket within the organization has been increased. (c) Location Based Advertising: recommendations have been made for the partners concerned and the field of work on (a) development of non-intrusive pervasive/ubiquitous advertising concepts (2nd screen, LBA, gaze-based advertising etc.), (b) development of virtual test environments and associated interaction methods and (c) exploration and review of theoretical models for persuasive communication and behavioural influence. Partners: Heinz, Nokia, DVJ-Insights, Radboud University, Brand Loyalty, IRI, Talpa, TU/e, Philips