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CONTENTS
1. ABSTRACT
2. INTRODUCTION
3. DESIGN PRINCIPLES & EXPLANATION
3.1. MODULES
3.2. MODULE DESCRIPTIOIN
4. PROJECT DICTIONARY
4.1. DATAFLOW DIAGRAMS
4.2. E-R DIAGRAMS
4.3. UML DIAGRAMS
4.4. DATA DICTIONARY
5. FORMS & REPORTS
5.1. I/O SAMPLES
6. BIBILIOGRAPHY
1. ABSTRACT
Criminal record generally contains personal information about
particular person along with photograph. To identify any criminal we
need some identification regarding person, which are given by
eyewitnesses. In most cases the quality and resolution of the
recorded image-segments is poor and hard to identify a face.
To
2. INTRODUCTION
Face Identification is a technique that is mainly used to identify
criminals based on the clues given by the eyewitnesses. Based on
the clues we develop an image by using the image that we have in
our database and then we compare it with the images already we
have. To identify any criminals we must have a record that
generally contains name, age, location, previous crime, gender,
photo, etc.
The primary task at hand is, given still or video images require the
identification of the one or more segmented and extracted from the
scene, where upon it can be identified and matched. The word
image is defined as an exact or analogous representation of a
being or thing. The image or monochrome image such as black and
white paragraph is represented as two-dimensional light intensity
function f (x, y) where x and y denotes spatial co-ordinates. A
digital image is an image of f (x, y) that has been digitized both in
spatial co-ordinate and brightness. The elements of such a digital
array are called image elements, picture elements and pixels or
pels.
PURPOSE OF THE PROJECT:
This project is aimed to identify the criminals in any investigation
department. Here the technique is we already store some images of
the criminals in our database along with his details and that images
are segmented into many slices say eyes, hairs, lips, nose, etc.
These images are again stored in another database record so to
identify any criminals; eyewitnesses will see the images or slices
that appear on the screen by using it we develop the face, which
may or may not be matched with our images. If any image is
matched up to 99% then we predict that he is only the criminal.
Thus using this project it provides a very friendly environment for
both operator and eyewitness to easily design any face can identify
criminals very easy.
PROJECT OBJECTIVE:
This project is intended to identify a person using the images
previously taken. The identification will be done according the
previous images of different persons.
PROJECT SCOPE:
The scope of the project is confined to store the image and store
in the database. When a person has to be identified the images
stored in the database are compared with the existing details.
PROJECT OVERVIEW:
This project can be used to identify a criminal in the investigation
department. The project maintains the photographs of all the
criminals. Each photograph is clipped into different parts.
EXISTING SYSTEM
The development of face identification has been past from the
year to years. In recent years to identify any criminal face they
used to make a sketch or draw a image based on the eyewitnesses.
It used to take more amount of time and it was very difficult task
for any investigation department to easily catch the criminals within
a stipulated time. In order to catch the criminals first they used to
search their record whether to find out is there any record about
that particular person in the past. In olden days each and every
record was maintained in the books or registers or files which used
to contain information about previous criminals with their names,
alias name, gender, age, crime involved, etc. Here each and every
task used to take the help of the person because they used to write
in them and it needed very much of manual effort.
There are three major research groups, which propose three
different approaches to the face recognition problem. The largest
group has dealt with facial characteristics. The second group
performs human face identification based on feature vectors
extracted from profile silhouettes. The third group uses feature
vectors extracted from a frontal view of the face. The first method
feature vectors from the basic parts of a face such as eyes, nose,
mouth and chin.
DRAWBACKS IN EXISTING SYSTEM:
Need of extra manual effort.
It used to take much time to find any criminals
Not very much accurate.
Danger of losing the files in some cases.
Need Good Knowledge in drawing.
PROPOSED SYSTEM
To overcome the drawbacks that were in the existing system we
develop a system that will be very useful for any investigation
department. Here the program keeps track of the record number of
each slice during the construction of identifiable human face and
calculate maximum number of slices of the similar record number.
Based on this record number the program retrieves the personal
record of the suspect (whose slice constituted the major parts of the
constructed human face) on exercising the locate option.
ADVANTAGES OF PROPOSED SYSTEM:
Very fast and accurate.
No need of any extra manual effort.
No fever of data loss.
Just need a little knowledge to operate the system.
Doesnt require any extra hardware device.
At last very easy to find the criminals.
Comparing the image with the faces that are there in our
database.
CLIP IMAGE
This modules main function is to divide the images into
different pieces such as hairs, forehead, eyes, nose and lips and
store them in the database and also creates the files onto our
system.
CONSTRUCT IMAGE
Based on the eyewitnesses we are going to construct the
images. The witness will give us instruction by looking onto the
screen on which there will be the parts of the images like eyes,
hairs etc.
IDENTIFICATION
This module contains the interface to take the image from
above module and it compares or searches with the images already
there in the database. If any image is matched then we identify
him/her as the criminal else we add that new image again to the
database.
4. PROJECT DICTIONARY
4.1. DATAFLOW DIAGRAMS
A graphical tool used to describe and analyze the moment of data
through a system manual or automated including the process,
stores of data, and delays in the system. Data Flow Diagrams are
the central tool and the basis from which other components are
developed.
The DFD is
It
Physical DFD
Logical DFD
PHYSICAL DFD:
Structured analysis states that the current system should be
first understand correctly. The physical DFD is the model of the
current system and is used to ensure that the current system has
been clearly understood. Physical DFDs shows actual devices,
departments, and people etc., involved in the current system
LOGICAL DFD:
Logical DFDs are the model of the proposed system. They
clearly should show the requirements on which the new system
should be built. Later during design activity this is taken as the
basis for drawing the systems structure charts.
BASIC NOTATION:
The Basic Notation used to create a DFDs are as follows:
DATAFLOW:
Data move in a specific direction from an origin to a destination.
PROCESS:
People, procedures, or devices that use or produce (Transform)
Data. The physical component is not identified.
SOURCE:
External sources or destination of data, which may be People,
programs, organizations or other entities.
DATA STORE:
Here data are stored or referenced by a process in
the System
DESIGN:
Design is the first step in moving from problem domain to the
solution
domain.
Design
is
essentially
the
bridge
between
The
Login
Authentication
Valid User
Invalid User
Main Screen
Choose Option
Add
Image
Clip
Image
Update
Details
Construct
Image
Enter
Details
Open
Image&
Make Clips
Open
Record &
Update
Specify
Feature
Add to
Database
Add Clips
to
Database
Add to
database
Search
Image
End
Search
Process
Search
Image &
Get Details
Result
EYE WITNESS
OPERATOR
FACE
IDENTIFICATION
SYSTEM
CRIMINAL
FACE
LOGIN PROCESS
LOGIN
User Id
Password
PROCESS
SCREEN
ERROR IN
INPUT
Level-1
Level -2
OPERATOR
MAIN
SCREEN
ADD IMAGE
IMAGE
wants. The different screens that are available are Add Image,
Show or Search Image, Clip Image and Construct Image.
CLIP IMAGE
CONSTRUCT
IMAGE
Level-3
DATABASE
DATA
IS
theOPERATOR
criminal such as name, PROCESS
alias name, age, gender,
location,
ADDED
address, state and city along with his photo. These details are being
added to the database, if any error is generated then it will be
prompted to the operator otherwise we get message data is
successfully added.
CLIPPING PROCESS
ERROR
Level-4
DATABASE
DATABASE
Description: This is used for clipping the image into different slices
say eyes, forehead, lips, hair and nose. The input for this is face
EYES
which is divided into some slices which are stored in the database.
Even though the image is divided into slices, the original image
remains as it is.
NOSE
FACE
FACE
HAIR
UPDATE PROCESS
FOREHEAD
Level-5
DATABASE
UPDATE
situation
where we have entered
the details incorrectly orDATA
we want
OPERATOR
to add some new details.
CONSTRUCT IMAGE
DATABASE
PROCESS
UPDATED
HAIR
FOREHEAD
EYES
INSTRUCTION
FACE
NOSE
LIPS
Level-6
Description: Based on the instruction given by the eyewitnesses,
the operator brings the clips of the images from the database and
then goes for the construction of the image based on those clips.
COMPARISON PROCESS
DATABASE
COMPARISON
PROCESS
FACE
RESULT
Level-7
Description: The face that is constructed in the above process is
sent to the comparison process where it searches the image in the
database.
The E-R model forms the basis of E-R diagram that represent the
conceptual database as viewed by the end user. These diagrams
depict the E-R model three main Components:
Entities
Attributes
Relationships.
1. ENTITIES
An entity at the E-R modeling level actually
refers to the entity set not to a single entity occurance. In other
words the word entity in the E-R model corresponds to a table and
not to a row in the relational environment. The E-R model refers to
a specific table row as an entity instance or entity occurrence. An
entity
is
represented
by
rectangle
containing
the
entity
2. ATTRIBUTES
Attributes are represented by ovals and are connected to the entity
with a line. Each oval contain the name of the attribute it
represents. For example Criminal Details entity includes the
attributes cid, fname, lname, etc.
3. RELATIONSHIP
A relationship is an association between entities. Each relation
is identified so that its name is descriptive of the relation. Ideally
the name is an active verb.
Ci
d
fnam
ee
Forehead
age
Crime
Involve
d
Hairs
Nos
e
Chi
n
Con
necte
d by
FACE
Crim
e Id
Face_heights
Suspect
Photo
Crime
Id
Photo
Height
Face_Suspect
photo
Con
necte
d by
Cid
Face_Suspects
Visualizing
Specifying
Constructing
Documenting
The rules that dictate how those building blocks may be put
together.
operations,
relationships,
and
semantics.
class
rectangle,
usually
including
its
name,
attributes
and
Interface:
An interface is a collection of operations that specify a service of a
class or component. An interface describes the externally visible
behavior of that element.
ISpelling
Collaboration:
Collaboration defines an interaction and is a society of roles and
other elements that work together to provide some cooperative
behavior thats bigger than the sum of all the elements. Graphically,
collaboration is rendered as an ellipse with dashed lines, usually
including only its name as shown below.
Chain of
Responsibili
Chain
ty
Use Case:
Place Order
Active Class:
An active class is a class whose objects own one or more processes
or threads and therefore can initiate control activity. Graphically, an
active class is rendered just like a class, but with heavy lines usually
including its name, attributes and operations as shown below.
Face
Identification
Image
Suspend ()
Flush ()
Component:
Component is a physical and replaceable part of a system that
conforms to and provides the realization of a set of interfaces.
Graphically, a component is rendered as a rectangle with tabs,
usually including only its name, as shown below.
orderform.java
Node:
A Node is a physical element that exists at run time and represents
a computational resource, generally having at least some memory
and often, processing capability. Graphically, a node is rendered as
a cube, usually including only its name, as shown below.
server
BEHAVIORAL THINGS:
Behavioural Things are the dynamic parts of UML models. These are
the verbs of a model, representing behaviour over time and space.
Interaction:
An interaction is a behavior that comprises a set of messages
exchanged among a set of objects within a particular context to
accomplish a specific purpose. Graphically, a message is rendered
as a direct line, almost always including the name if its operation,
as shown below.
Display
State Machine:
A state machine is a behavior that specifies the sequence of states
an object are an interaction goes through during its lifetime on
response to events, together with its responses to those events.
Graphically, a state is rendered as a rounded rectangle usually
including its name and its sub-states, if any, as shown below.
Waiting
GROUPING THINGS:
Grouping things are the organizational parts of the UML models.
These are the boxes into which a model can be decomposed.
Package:
A package is a general-purpose mechanism for organizing elements
into groups.
Business Rules
ANNOTATIONAL THINGS:
Annotational things are the explanatory parts of the UML models.
Note:
A note is simply a symbol for rendering constraints and comments
attached to an element or a collection of elements.
Graphically a note is rendered as a rectangle with dog-eared corner
together, with a textual or graphical comment, as shown below.
This
is
relationship
between
two
classes
4. Realization:
DIAGRAMS IN UML:
Diagrams play a very important role in the UML. There are nine kind
of modeling diagrams as follows:
Class Diagram
Object Diagram
Sequence Diagram
Collaboration Diagram
Activity Diagram
Component Diagram
Deployment Diagram
CLASS DIAGRAM:
Class diagrams are the most common diagrams found in modeling
object-oriented systems. A class diagram shows a set of classes,
interfaces, and collaborations and their relationships. Graphically, a
class diagram is a collection of vertices and arcs.
Contents:
Class Diagrams commonly contain the following things:
Classes
Interfaces
Collaborations
Dependency, generalization and association relationships
USE CASES DIAGRAM:
Use Case diagrams are one of the five diagrams in the UML for
modeling
the
dynamic
sequence
diagrams,
aspects
state
chart
of
systems(activity
diagrams
and
diagrams,
collaboration
diagrams are the four other kinds of diagrams in the UML for
modeling the dynamic aspects of systems). Use Case diagrams are
central to modeling the behavior of the system, a sub-system, or a
class. Each one shows a set of use cases and actors and
relationships.
Common Properties:
A Use Case diagram is just a special kind of diagram and shares the
same common properties, as do all other diagrams- a name and
graphical contents that are a projection into the model. What
distinguishes a use case diagram from all other kinds of diagrams is
its particular content.
Contents
Use Case diagrams commonly contain:
Use Cases
Actors
Dependency, generalization, and association relationships
Like all other diagrams, use case diagrams may contain notes and
onstraints. Use Case diagrams may also contain packages, which
are used to group elements of your model into larger chunks.
Occasionally, you will want to place instances of use cases in your
diagrams, as well, especially when you want to visualize a specific
executing system.
INTERACTION DIAGRAMS
An Interaction diagram shows an interaction, consisting of a set of
objects and their relationships, including the messages that may be
dispatched
among
them.
Interaction
diagrams
are
used
for
the Y-axis , in order of increasing time from top to the bottom. This
gives the reader a clear visual cue to the flow of control over time.
Sequence diagrams have two interesting features:
1. There is the object lifeline. An object lifeline is the vertical
dashed line that represents the existence of an object over a
period of time. Most objects that appear in the interaction
diagrams will be in existence for the duration of the
interaction, so these objects are all aligned at the top of the
diagram, with their lifelines drawn from the top of the
diagram to the bottom.
2. There is a focus of the control. The focus of control is tall, thin
rectangle that shows the period of time during which an
object is performing an action, either directly or through the
subordinate procedure. The top of the rectangle is aligns with
the action; the bottom is aligned with its completion.
Contents
Sequence diagrams commonly contains
Objects
Object Life Line
Focus Of Control
ACTIVITY DIAGRAM
An Activity Diagram is essentially a flow chart showing flow of
control from activity to activity. They are used to model the
dynamic aspects of as system. They can also be used to model the
flow of an object as it moves from state to state at different points
in the flow of control.
An activity is an ongoing non-atomic execution with in a state
machine. Activities ultimately result in some action, which is made
up of executable atomic computations that result in a change of
state of distinguishes a use case diagram from all other kinds of
diagrams is its particular content.
Contents
Activity diagrams commonly contain:
Fork
Start & End Symbol
STATE CHART DIAGRAMS
A state chart diagram shows a state machine. State chart diagrams
are used to model the dynamic aspects of the system. For the most
part this involves modeling the behavior of the reactive objects. A
reactive object is one whose behavior is best characterized by its
response to events dispatched from outside its context. A reactive
object has a clear lifeline whose current behavior is affected by its
past.
A state chart diagram show a state machine emphasizing the flow of
control from state to state. A state machine is a behavior that
specifies the sequence of states an object goes through during its
lifetime in response to events together with its
response to those events. A state is a condition in the life of the
object during which it satisfies some conditions, performs some
activity or wait for some events. An event is a specification of a
significant occurrence that has a location in time and space.
Graphically a state chart diagram is a collection of vertices and arcs.
Contents:
State chart diagram commonly contain:
Simple states and Composite states.
Transitions, events and actions.
CLASS DIAGRAM
OBJECT DIAGRAM
SEQUENCE DIAGRAM
COLLABORATION DIAGRAM
UPDATE DETAILS:
CONSTRUCT MODULE
SHOW DETAILS:
FACE
Field Name
Data Type
Size
Criminal Id
Number
5 (Primary Key)
First Name
Varchar2
15
Last Name
Varchar2
15
Alias Name
Varchar2
15
D.O.B
Date
Age
Number
Gender
Varchar2
15
Address
Varchar2
15
City
Varchar2
15
State
Varchar2
15
Arrested Date
Date
Crime Involved In
Varchar2
15
Photo
Varchar2
15
CRIMINAL_SUSPECT TABLE
Field Name
Criminal Id
Data Type
Number
Size
5 (Primary Key)
Cid
Number
FACE_HEIGHTS TABLE
Field Name
Criminal Id
Data Type
Number
Size
5
Hair
Number
Forehead
Number
Eyes
Number
Nose
Number
Lips
Number
Chin
Number
FACE_SUSPECTPHOTO
Field Name
Cid
Data Type
Number
Size
5
Suspect Photo
Varchar2
15
Suspect Height
Varchar2
15
LOGIN SCREEN
MAIN SCREEN
SHOW DETAILS
CONSTRUCT SCREEN
FIND FACE
HELP SCREEN
6. BIBLIOGRAPHY
BOOKS REFERRED
The
following
books
were
used
extensively
for
the
project