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1 INTRODUCTION
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PROJECT REPORT FACE IDENTIFICATION
2.1EXISTING 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 is based on the information
theory concepts in other words on the principal component analysis methods. In this
approach, the most relevant information that best describes a face is derived from the
entire face image. The second method is based on extracting feature vectors from the
basic parts of a face such as eyes, nose, mouth and chin.
2.2PROPOSED 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.
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PROJECT REPORT FACE IDENTIFICATION
• Addition, Clipping, Construction and updating of the criminal record and face.
• Comparing the image with the faces that are there in our database.
• If any new images are found then it should be entered into our database by add
image module and then it should be segmented into different slices.
2.3.3Operational Feasibility
It is a standard that ensures interoperability Without stifling competition and
innovation among users, to the benefit of the public both in terms of cost and service
quality. The proposed system is acceptable to users. So the proposed system is
operationally feasible.
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Add Image
Clip Image
Construct Image
Identify Image
A module is a small part of our project. This plays a very important role in
the project and in coding concepts. In Software Engineering concept we treat it has a
small part of a system but whereas in our programming language it is a small part of
the program, which we also called as function in, some cases which constitute the
main program.
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Image and store them in our database. This module is mainly considered for adding
details of the criminals like name, age, alias name, gender, location, state, Arrested
Date, etc. At the time of the adding image we give some criminal id to that particular
person, so that it can be easily added to the database with any duplication of the data.
SYSTEM DESIGN
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UML DIAGRAMS
UML is the international standard notation for object-oriented analysis and design.
The Object Management Group defines it. The heart of object-oriented problem
solving is the construction of a model. The model abstracts the essential details of the
underlying problem from its usually complicated real world. Several modeling tools
are wrapped under the heading of the UML™, which stands for Unified Modeling
Language™.
AN OVERVIEW OF UML:
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They are the abstractions that are first-class citizens in a model. There are four kinds
of things in the UML
1. Structural things
2. Behavioral things.
3. Grouping things.
4. Annotational things.
These things are the basic object oriented building blocks of the UML. They are used
to write well-formed models.
STRUCTURAL THINGS:
Structural things are the nouns of the UML models. These are mostly static parts of
the model, representing elements that are either conceptual or physical. In all, there
are seven kinds of Structural things.
Class:
A class is a description of a set of objects that share the same attributes, operations,
relationships, and semantics. A class implements one or more interfaces. Graphically
a class is rendered as a rectangle, usually including its name, attributes and operations,
as shown below.
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.
Graphically the interface is rendered as a circle together with its name.
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ISpelling
Collaboration:
Collaboration defines an interaction and is a society of roles and other elements that
work together to provide some cooperative behavior that’s 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
ty
Use Case:
Use case is a description of a set of sequence of actions that a system performs that
yields an observable result of value to a particular thing in a model. Graphically, Use
Case is rendered as an ellipse with dashed lines, usually including only its name as
shown below.
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.
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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.
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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:
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DIAGRAMS IN UML:
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Diagrams play a very important role in the UML. There are nine kind of modeling
diagrams as follows:
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 Case diagrams are one of the five diagrams in the UML for modeling the dynamic
aspects of systems(activity diagrams, sequence diagrams, state chart diagrams and
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.
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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 constraints. 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 modeling the dynamic aspects of the system.
A sequence diagram is an interaction diagram that emphasizes the time ordering of the
messages. Graphically, a sequence diagram is a table that shows objects arranged
along the X-axis and messages, ordered in increasing time, along the Y-axis and
messages, ordered in increasing time, along the Y-axis.
Contents
Interaction diagrams commonly contain:
Objects
Links
Messages
Like all other diagrams, interaction diagrams may contain notes and constraints.
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SEQUENCE DIAGRAMS:
A sequence diagram is an interaction diagram that emphasizes the time ordering of the
messages. Graphically, a sequence diagram is a table that shows objects arranged
along the X-axis and messages, ordered in increasing time, along the Y-axis.
Typically you place the object that initiates the interaction at the left, and increasingly
more sub-routine objects to the right. Next, you place the messages that these objects
send and receive along 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.
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.
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Contents
Activity diagrams commonly contain:
Fork
Start & End Symbol
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.
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CLASS DIAGRAM
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SEQUENCE DIAGRAM
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ACTIVITY DIAGRAM
Login
Authentication
Valid User
Invalid User
Main Screen
Choose Option
Open Open
Enter Specify Search
Image& Record &
Details Feature Image &
Make Clips Update
Get Details
Add Clips
Add to Add to Search
to Result
Database database Image
Database
End
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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 a rectangle containing the entity occurrence. An entity is
represented by a rectangle containing the entities name.
2. ATTRIBUTES
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3. RELATIONSHIP
Con
FACE Face_heights
n-
ecte
d by
Crime Cid
Crim Suspect
Id
e Id Photo Photo
Height
Con
n- Face_Suspects
Face_Suspect ecte
photo d by
NORMALIZATION
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DATABASE TABLES
FACE
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CRIMINAL_SUSPECT TABLE
FACE_HEIGHTS TABLE
FACE_SUSPECTPHOTO
4. IMPLEMENTATION
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OVERVIEW OF JAVA
Java was conceived by James Gosling, Patrick Naughton, Chris Warth, Ed Frank and
Mike Sheridan at Sun Microsystems Inc.in 1991. It took 18 months to develop the
first working version. This language was initially called “Oak” but was renamed as
“Java” in 1995. Between the initial implementation of Oak in the fall of 1992 and the
public announcement of Java in the spring of 1995, many more people contributed to
the design and evolution of the language.
The main properties of the Java, which made Java so popular, are as follows:
1. Simple
2. Secure
3. Portable
4. Object-Oriented
5. Robust
6. Multithreaded
7. Architecture-Neutral
8. Interpreted
9. High performance
10.Distributed
11.Dynamic
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(JVM). That is, in its standard form, the JVM is an interpreter for Byte code. This may
come has a bit of surprise.
Translating a Java program into a byte code helps and makes it much
easier to run a program in a wide variety of environments. The reason is
straightforward only the JVM needs to be implemented for each platform. Once the
runtime package exists for a given system, any Java program can run on it.
Remember, although the details of the JVM will differ from platform to platform, all
interpret the same Java Byte code.
JAVA ENVIRONMENT:
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AWT package: The abstract window toolkit package contains classes that
implements platform independent graphical user interface.
Applet package: This includes a set of classes that allows us to create Java
applets.
OVERVIEW OF SWINGS
Swings are basically used to create a GUI look i.e. graphical user
interface. A GUI presents a pictorial interface to a program. It allows the user to spend
less time trying to remember which keystroke sequence do what and spends more time
using the program in a productive manner.
The classes that are used to create the GUI components of swing are part
of javax.swing package. These are the latest GUI components of java2 platform.
Swing Components are written, manipulated and displayed completely in java.
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The important topics that play a very vital role in swings are as follows:
JCheckBox & JRadioButton: The swing GUI component has three types of
state buttons- JToggleButtons, JCheckBox and JRadioButton that have on/off
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JList: A List display a selection of items from which the user may select one
or more items. JList support single-line selection List and multiple-selection
list.
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but in most cases, it is relatively simple task to port ODBC to run on a new database
server.
NOTE: JDBC, like ODBC, is designed to be a Call Level SQL Interface. Because
many of its many of its low-level operations can be combined into a higher level,
object oriented interface, except to see Java class libraries released in the future that
provide a mapping to the underlying JDBC Calls. This happened with ODBC almost
immediately, and the majority of ODBC developers currently use other Interface
rather than using ODBC API directly.
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ESTABLISING A CONNECTION
The first thing we need to do is establish a connection with the DBMS
you want to use. This involves two steps :
1.Loading the driver: If, we want to use the JDBC-ODBC bridge driver, the
following code will load it :
Class.forName(“sun.jdbc.odbc.JdbcOdbcDriver”);
Our driver documentation will give us the class name to use. For instance, if the class
name is jdbc.Driverxyz, you would load the driver with the following line of code:
Class.forName(“jdbc.Driverxyz”);
This step is also simple with the hardest thing being what to supply for
URL. If you are using the JDBC-ODBC Bridge driver, the JDBC URL will start with
jdbc:odbc:. The rest of the URL is generally your data source name or database
system.
CREATING A STATEMENT
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OVERVIEW OF ORACLE
DATABASE
A database is a set of data, organized for easy access. The database is an
actual data; it is the database that you will be accessing when you need to retrieve
data.
DATA DICTIONARY
The data dictionary is a set of tables Oracle uses to maintain information
about the database. The data dictionary contains information about tables, indexes,
clusters and so on.
ORACLE
Oracle is a relational database management system, it provides a platform for
client server computing i.e., it supports distributed database and distributed
processing.
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Create Table Command: This is used to create a table in database specifying the
columns in it.
Insertion of values: This is used to insert values to the specified columns in the table.
Viewing Data from tables: This is used to view the content’s of the table created.
Syntax: select * from table_name;
Creating a table from existing table: This is used to create a table from existing
table by taking the columns needed.
Inserting data into a table from another table: This is used to insert rows from one
table into another table.
Delete operation: The verb DELETE in SQL is used to remove all rows from table,
or a selected set of rows from a table.
Syntax: delete from table_name where condition; (deletes specified rows based on
condition)
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Updating the contents of a table: the update command is used to change or modify
data values in a table. To update all the rows from table OR a select set of rows from a
table.
Syntax: update table_name set column_name = expression; (updates all the rows)
Syntax: Alter table table_name modify (column_name new datatype (new size));
Destroying tables: This is used to delete any table from the database.
Finding out the tables created by user: To display all the tables which are there in
our database.
Finding out the columns details of a table created: To check which columns are
present and what is there datatype& size we use this command i.e. desc.
Syntax: desc table_name;
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SCREENS
LOGIN SCREEN
MAIN SCREEN
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SHOW DETAILS
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CONSTRUCT SCREEN
FIND FACE
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HELP SCREEN
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TESTING PHASE
The testing phase involves the testing of the developed system using
various kinds of data. An elaborated testing of data is prepared and a system is tested
using the test data. While testing, errors are noted and corrections remade, the
corrections are also noted for future use.
SYSTEM TESTING
Testing is a set of activities that can be planned in advance and
conducted systematically. The proposed system is tested in parallel with the software
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that consists of its own phases of analysis, implementation, testing and maintenance.
Following are the tests conducted on the system.
UNIT TESTING
During the implementation of the system each module of the system was
tested separately to uncover errors with in its boundaries. User interface was used as a
guide in the process.
MODULE TESTING
A module is composed of various programs related to that module. Module
testing is done to check the module functionality and interaction between units within
a module.
It checks the functionality of each program with relation to other programs
within the same module. It then tests the overall functionality of each module.
INTEGRATION TESTING
Integration testing is a systematic technique for constructing the program
structure while conducting tests to uncover errors associated with interfacing. The
objective is to take unit-tested module and build a program structure that has been
dictated by design.
ACCEPTANCE TESTING
The software has been tested with the realistic data given by the client and
produced fruitful results. The client satisfying all the requirements specified by them
has also developed the software within the time limitation specified. A demonstration
has been given to the client and the end-user giving all the operational features.
Unit Testing
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IMPLEMENTATION PHASE
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CONCLUSION
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BIBLIOGRAPHY
BOOKS REFERRED
The following books were used extensively for the project development and
implementation.
WEBSITES REFERRED
The following links were searched and exploited extensively for the project
development and implementation.
1. http://www.java.sun.com/products\java
2. http://www.jakarta.apache.org
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3. http://www.javaworld.com/
4. http://www.java2s.com/
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