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7/31/2019 Discovering the digital identity through face recognition on mobile devices
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Discovering digital identities through face recognition on
mobile devices
Gerry Hendrickx
Faculty of Engineering, Department of Computer Science
Katholieke Universiteit Leuven
Abstract
This paper covers the current status and past work
of the creation of an iPhone application. The applica-
tion uses face recognition provided by Face.com [1] torecognize faces captured with the camera of the iPhone.
The recognized faces will be named and enable the user
to get access to the information of the person from dif-
ferent social networks, his digital identity. This paper
describes the research, the related work, the user in-
terface prototyping and the current state of the imple-
mentation. It covers 3 iterations of paper prototyping
in which a user interface gets established and the initial
implementation of the application.
1. INTRODUCTION
The internet has revolutionized the way people
interact with each other. Different social networks have
been created to support different levels of communica-
tions. The presence of a person on these networks is
called his digital identity. The goal of this thesis is to
find an efficient way to discover the digital identity of
a person, by using face recognition and a smartphone.
This paper describes the process of creating a face
recognition application for the iPhone. It uses face
recognition to offer the user extra information about
the persons seen through the camera. This extra in-
formation will come from various social networks, the
most important being Facebook, Twitter and Google+.
It aims to offer users access to online data and informa-
tion that is publicly available on the internet. This can
be used in a private context, to enhance conversations
and find common ground with your discussion partner,
or in an academic context, to be able to easily find
information, like slides or publications of the speaker
at an event youre attending. The app will be created
for iOS because the SDK offers a built in face detection
mechanism since iOS5 [2]. Android, the other option,
does not have this built in feature.
A brainstorm and a survey resulted in a list of re-
quirements for the face recognition application. The
survey asked about which information users would like
to get if they were able to recognize a person by using
a smartphone. The survey was answered by 34 persons.
14 out of 34 voters would respect the privacy of the rec-
ognized person and thus would not want any informa-
tion. 9 wanted contact information, 6 wanted links to
the social network profiles of the recognized person and
3 of the voters wanted the last status update of Facebook
or Twitter. The 2 remaining votes went to pictures of the
recognized person and the location where they last met.
There was a strong need for privacy, so a policy was de-cided upon: The app could be limited to the recognition
of the users Facebook friends, but the need to recog-
nize your Facebook friends is lower than the need to
recognize strangers. To broaden the scope of recogniz-
able people, the other users of the application will also
be recognizable. The general policy will be: if you use
the application, you can be recognized. An eye for an
eye.
The brainstorm resulted in a list of functionalities or
characteristics. First of all the application should work
fast. Holding your smartphone up and pointed to an-
other person is quite cumbersome, so the faster the
recognition works, the smaller this problem becomes.
The information about the person should be displayed
in augmented reality (AR) [3]. This is a technology that
augments a users view of the world. AR can add extra
information to the screen, based on GPS data or image
processing. AR could place information about a person
around his face in real-time. The functionality require-
ments from the poll and brainstorm and thus the goals to
achieve efficient discovery of digital identities by using
face recognition are the following:
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Detection and recognition of all the faces in the
field of view.
Once recognized, the name and other options (like
available social networks) will appear on screen
with the face.
Contact info will be fetched from the networks and
can be saved in the contacts app.
Quick access to all social networks will be avail-
able, along with some basic information such as
the last status update/tweet.
Information available will differ from person to
person. To add an extra layer of privacy settings, a user
will be able to link his networks and choose to enable or
disable them. When the user gets recognized, only his
enabled networks will show up.
2. RELATED WORK
For this masterthesis we went to search for related
mobile applications. No existing application was found
that does exactly the same as this project. However,
some similarities were found with the following appli-
cations:
Viewdle [5]: Viewdle is a company focusing on
face recognition. They have several projects on-
going, and have already created an application for
Android, called Viewdle Social Camera. It recog-nizes faces in images based on Facebook. Viewdle
has a face recognition iOS SDK available.
Animetrics [6]: Animetrics created applications to
help government and law enforcing agencies. It
has multiple products like FaceR MobileID, which
can be used to get the names and percentage of the
match of any random person. FaceR CredentialME
can be used for authentication on your own smart-
phone. It recognizes your face and if it matches,
it unlocks your data. Animetrics also focuses on
home security face recognition. However they donot seem to have a public API, since their focus is
not on the commercial market.
TAT Augmented ID [7]: TAT Augmented ID is a
concept app. It recognizes faces in real-time and
uses augmented reality to display icons around the
face. The concept is the same, but the resulting
user interface is different. Section 3 discusses why
a fully augmented user interface is not preferred on
mobile devices.
Another non-commercial related work is a mas-
terthesis of 2010 at the Katholieke Universiteit Leuven
[10]. The author created a head-mounted-display-based
application to recognize faces and get information.
From his work we learned that HMDs are not the ideal
practical setup (his app required a backpack with a lap-
top and heavy headgear), and that the technology used(OpenGL) is a cumbersome way to develop. Using iOS
simplifies these aspects. The author used Face.com as
face recognition API and was very satisfied with it.
A comparison of face recognition APIs was made
in order to find the one most suited to our goals. A quick
summary of the positive and negative points:
Viewdle: As said above, weve tried to contact
Viewdle to get more information about the API.
Sadly, they did not respond, therefore Viewdle is
no option.
Face.com: Face.com offers a well documented
REST API. It offers Facebook and Twitter integra-
tion and a private namespace that will allow the
application to apply the previously stated privacy
policy . There is a rate limit on the free version of
Face.com.
Betaface [8]: The only API to work with images
and video. However, it is Windows only, hasnt
been used with iOS yet and is not free.
PittPatt[9]: PittPatt was a very promising service,
but sadly it got acquired by Google. The servicecannot be used at this time.
It seemed that Face.com is the only, but the best
option found. It has an iOS SDK and social media inte-
gration, which are both very useful in the context of this
application.
3. PAPER PROTOTYPING
Paper prototyping is the process of designing the
user interface based on quick drawings of all the differ-
ent parts of the user interface [11]. By doing this withpaper parts, it becomes easy to quickly evaluate and
adapt the interface. The prototyping phase consisted of
3 iterations: the interface decision, the interface evalua-
tion and the expert opinion.
3.1. Phase one: interface decisions
The first phase of the paper prototyping was to de-
cide which of the 3 possible interfaces would be used.
The interfaces were:
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Interface 1: A box of information attached to the
head of the recognized person. This is the best use
of augmented reality, but you have to keep your
phone pointed to the person in order to be able to
read his information. See figure 1a.
Interface 2: A sidebar with information, whichtakes about 1/4th of the screen. This way, users
lower their phone when a person is selected, but
they can still use the camera if they want. See fig-
ure 1b.
Interface 3: A full screen information screen. This
makes minimal use of augmented reality but offers
a practical way to view the information. Users see
the name of the recognized person in the camera
view, and once tapped, they get referred to the full
screen information window. See figure 1c.
These interfaces are evaluated using 11 test sub-
jects, aged 18 to 23, with mixed smartphone experience.
The tests were done using the think aloud technique,
which means they have to say what they think is going
to happen when they click a button. The interviewer
plays computer and changes the screens. The same sim-
ple scenario was given for all interfaces where the test
subject needed to recognize a person and find informa-
tion about him. After the test, a small custom-made
questionnaire was given to poll the interface preference.
None of the users picked interface 1 as their favourite.
The fact that you should keep your phone pointed to the
person in order to read and browse through the infor-
mation, proved to be a big disadvantage. The choicebetween interface 2 and 3 was not unanimously de-
cided. 27% chose interface 2, 73% chose interface 3.
Thus interface 3 was chosen and elaborated for the sec-
ond phase of paper prototyping. People liked the sec-
ond idea where you could still see the camera, but then
again they realized that, if interface 1 thought us that
you would not keep your camera pointed at the crowd,
you wouldnt do this in interface 2, so the camera would
be showing your table or pants. This reduces the use of
the camera feed. The smartphone owners also pointed
out that using only a part of the screen would be too
small to actually put readable information on it.
3.2. Phase two: interface evaluation
For the second phase, 10 test subjects were used
between the ages of 20 and 23, again with mixed smart-
phone experience. An extended scenario was created
which explored the full scope of functionality in the ap-
plication. The testers needed to recognize people, ad-
just settings, link social networks to their profile, indi-
cate false positives and manage the recognition history.
(a) Interface 1
(b) Interface 2
(c) Interface 3
Figure 1: The different scenarios
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The think aloud technique was applied once again. At
the end of each prototype test, the test subject needed to
fill in a USE questionnaire [4]. This is a questionnaire
consisting of 30 questions, divided into 4 categories to
poll to different aspect of the evaluated application. The
questions can be answered on a 7-point Likert rating
scale, 1 representing totally disagree and 7 representingtotally agree. The categories are usefulness, ease of use,
ease of learning and satisfaction.
3.2.1. Usefulness. The overall results were good. The
question about whether the application is useful re-
ceives a median score of 5 out of 7, with no result below
4. People seem to understand why the app is useful and
it does what they would expect. The scores on whether
it meets the need of the users were divided with scores
going from 1 to 7, because some users (especially the
users with some privacy concerns or without a smart-
phone) did not see the usefulness of the application.However, the target audience, the smartphone users, did
see its usefulness, resulting in higher scores in this sec-
tion.
3.2.2. Ease of use. From the ease of use questions the
need to add or rearrange buttons became clear. Users
complained about the number of screen transitions it
took to get from one screen to somewhere else in the
application and this could be seen in the results. The
question whether using the application is effortless re-
ceived scores ranging from 2 to 7 with a median of 5.
The path through the application should be revised to
see whether missing link can be found and corrected toimprove the navigation. For instance, the home button
to go to the main screen will be added on several other
screens, instead of having to navigate back through all
the previous screens. Using the application was effort-
less for all iPhone users, because the user interface was
built using the standard iOS interface parts.
3.2.3. Ease of learning. None of the ease of learning
questions scored below 5 on the 7-point Likert rating
scale. This is also due to the standard iOS interface,
which is developed by Apple to be easy to work with
and easy to learn.
3.2.4. Satisfaction. Most people were satisfied with
the functionality offered by the application and how
it was presented in the user interface. Especially the
iPhone users were very enthusiastic, calling it an inno-
vative, futuristic application. The question whether the
user was satisfied with the application received scores
ranging from 5 to 6, with a median at 6 out of 7. Non-
smartphone users were more skeptical and did not see
the need for such an application. Aside from this, the
application was fun to use and the target audience was
satisfied.
3.2.5. Positive and negative aspects. The users were
asked to give the positive and negative aspects of the
application. The positive aspects were the iOS-style of
working and the functionality and concept of the appli-cation. The negative aspects were more user interface
related, such as not enough home buttons, and the sug-
gested method to indicate a false positive. This button
was placed on the full screen information window of a
person. Everybody agreed that this was to late, because
all the data of the wrongfully tagged person would then
be displayed. So the incorrect tag-button should be
placed on the camera view. Some useful ideas like en-
abling the user to follow a recognized person on Twitter
were suggested.
3.3. Phase three: expert opinions
For this phase, the supervisor and 6 advisers of the
thesis were used in the paper prototype test. The proto-
type was adjusted to the results of the second iteration.
More home-buttons were placed and the incorrect tag-
button was placed on the camera view. The test sub-
jects all had extensive experience in the field of human-
computer interaction and can thus be seen as experts.
They took the tests and filled in the same questionnaire
and gave their opinion on several aspects of the pro-
gram. A small summary:
There were concerns about the image quality ofthe different iPhones. Tests should be done to test
from what distance a person can be recognized.
The application should be modular enough. In a
rapidly evolving 2.0 world, social network may
need to be added or deleted from the application. If
all the networks are implemented as modules, this
will be a simpler task.
The incorrect tag-button could be implemented in
the same way as the iPhoto application asks the
user if an image is tagged correctly.
The social network information should not just be
static info. The user should be able to interact di-
rectly from the application. If this is not possible,
it would be better to refer the user directly to the
Facebook or Twitter app.
More info could be displayed in the full screen in-
formation window. Instead of showing links to all
networks, the general information about the person
could already be displayed there.
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When asked which social networks they would like
to see in the application, nearly everybody said Face-
book, Twitter and Google+. In an academic context,
they would like to see Mendeley and Slideshare.
4. IMPLEMENTATION
Apart from some suggestions, the third paper
prototype was received positively. The next step in
the process is the implementation. The application is
currently in development, and a small base is working.
The main focus so far is on the crucial functionality,
the face recognition. It is important to get this part
up and running as fast as possible, because the entire
application depends on it. So far the application is
able to track faces using the iOS5 face detection. A
temporary box frames the faces and follows them asthe camera or person moves. This functionality could
be used to test the quality of the face detection API. As
you can see in figure 2, the face detection algorithm
of iOS5 can detect multiple faces at ones, and in such
depth that the smallest recognized face is barely bigger
than a button. These are great results, because the
algorithm appeared to be fast and reliable and detailed
enough for our purpose. Detection of even smaller
faces is not necessary, because the boxes will become
harder to click if they are smaller than a button.
The next step was the face recognition. This is han-
dled by Face.com. An iOS SDK is available on the web-
site [12]. This SDK contains the functionality to send
images to the Face.com servers, and receive a JSON re-
sponse with the recognized faces. It also covers the nec-
essary Facebook login, as Face.com requires the user to
log in using his Facebook account. This login is only
needed one time. One problem was that Face.com only
accepts images, not video. To be able to test the face
recognition as fast as possible, a recognize-button was
added to the camera view. Once clicked, a snapshot
is taken with the camera. This snapshot is send to the
servers of Face.com and analyzed for different faces.
The JSON response gets parsed and the percentage of
the match and the list of best matches can be fetched
from it. At the moment, only one face can be recog-
nized at the same time, because there is no algorithm
provided to check which part of the response should be
matched to which face on the camera. This is temporar-
ily solved by limiting the program to one face at a time.
Figure 3 shows the current status of the application. A
face is recognized and its Facebook ID is printed above.
Figure 2: Face tracking results.
Figure 3: Face recognized and matched with the correct
Facebook ID.
5. NEXT STEPS AND FUTURE WORK
The next step in development is the further de-
velopment of the user interface. Now that we have
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a basic implementation of the main functionality, it
is important to finish the mock-up of the application.
This way, a dummy implementation of several screens
can be used to test the interface in several iterations
using the digital prototype. When these tests happen,
the underlying functionality can be extended and
implemented in parallel.
Several big problems need to be solved. The
biggest being the matching of faces detected by iOS5
face detection and the faces recognized by Face.com.
Because Face.com recognizes faces by using images,
a way needs to be found to match these results to the
faces on screen. If the user moves the camera to other
people after pressing the recognize-button, the results
from Face.com will not match the faces on screen.
The solution in mind is to use an algorithm to match
the Face.com results with the face detection based on
proportions. If we succeed in finding a correlationbetween for instance the eyes and the nose of a person
in both services, it should be possible to find which
detected face matches which Face.com result. Another
way to match the faces to the reply is to keep track
of the faces based on their coordinates on the screen.
A suitable algorithm for this problem needs to be found.
Another smaller problem is the use of the Face.com
SDK. It has a limited Facebook graph API built into it.
However, this API can not be used to fetch the name
of an ID or to get status updates. Therefore the real
Facebook iOS SDK should be used. To prevent the appfrom working with two separate APIs, the Face.com
API needs to be adapted so that it uses the real Facebook
iOS SDK instead of the limited graph API.
6. CONCLUSION
This masterthesis is still a work in progress. We al-
ready have good results from paper prototyping, and the
core of the application has already been implemented.
In the following months, some problems will have to
be solved and user testing is still required to make the
application match its goal: a fast, new way to discoverpeople using the newest technologies and networks.
References
[1] http://www.face.com
[2] https://developer.apple.com/library/mac/documentation/
CoreImage/Reference/CIDetector Ref/Reference/Reference.html
[3] R. Azuma, Y. Baillot, R. Behreinger, S. Feiner, S.
Julier, B. MacInture, Recent developments in augmented
reality, IEEE Computer Graphics And Applications,
21(6):34-47, 2001
[4] Arnold M. Lund, Measuring Usability with
the USE Questionnaire, in Usability and User
Experience, vol. 8, no. 2, October 2001,
http://www.stcsig.org/usability/newsletter/0110
measuring with use.html[5] http://www.viewdle.com/
[6] http://www.animetrics.com/Products/FACER.php
[7] http://www.youtube.com/watch?v=tb0pMeg1UN0
[8] http://www.betaface.com/
[9] http://www.pittpatt.com/
[10] Niels Buekers, Social Annotations in Augmented Real-
ity, Masterthesis at KULeuven, 2010-2011
[11] Erik Duval, paper prototyping,
http://www.slideshare.net/erik.duval/paper-prototyping-
12082416, last checked on April 29, 2012
[12] Sergiomtz Losa, FaceWrapper for iPhone,
https://github.com/sergiomtzlosa/faceWrapper-iphone