ARCHITECTURE OF INFORMATION SYSTEM FOR
INTELLIGENT CASH MACHINE
Krystian Ignasiak, Marcin Morgoś
Institute of Radioelectronics, Information Technology & Electronics Department, Warsaw University of Technology
Nowowiejska 15/19, 00-665 Warsaw, Poland
Surachai Ongkittikul
I-Lab/Centre for Communication Systems Research (CCSR), University of Surrey
Guildford GU2 7XH, Surrey, UK
Keywords: Cash machine simulator, software architecture, Computer Vision Markup Language.
Abstract: The paper summarizes the idea of the intelligent cash machine simulator that can be a very flexible
environment to test new algorithms in image processing. The use cases for such a cash machine are
discussed. Some data workflow is presented, and finally, an architecture is proposed for integration of
different software modules without imposing constraints on software platforms and tools. The proposal is
based on XML as a common language to exchange data.
1 INTRODUCTION
Nowadays, all electronic equipment may become
intelligent if appropriate logic is implemented inside.
Cash machines are sensitive to many situations
occurring in front of them. This concerns safety of
cash transactions and the safety of the user of the
machine – a bank customer. A cash machine can
also be perceived as an element of a surveillance
system.
This paper presents some system concepts of a
software architecture, proposed for a cash machine
simulator that will become user-friendly, intelligent
and safe. The proposed cash machine simulator has
the same functions as an ordinary cash machine but
extends them with new features. The intelligence of
the simulator is enhanced and realized by:
Introducing a voice communication channel;
the cash machine can be instructed by voice
commands, as well as being able to inform
the user about actions to take and the status of
the transaction via synthetic speech.
Introducing a visual communication channel
from user to the machine; the user is
observed by a set of cameras; the software
keeps track of the user’s behavior, analyses
the behavior, interprets their gestures, and
takes proper decisions.
Introducing elements of a surveillance system
into the machine; audiovisual sequences can
be recorded and stored in the database; the
AV material can be enriched by metadata
about anything unusual that happened during
ordinary cash machine transaction.
On the other hand such an automatic teller will
increase the safety of transactions and personal
safety of the customer. The cash machine uses
advanced customer authentication based not only on
standard PIN codes but also on face recognition and
verification, speech recognition and other signals
from different modalities available at the cash
machine (e.g. fingerprints). Unusual behavior by the
user or the occurrence of an unusual situation in
front of the cash machine can be detected and
security services can be informed about that. In such
a case the audiovisual (and multimodal) sequence is
stored in a database and it documents the marked
disturbance.
Imagine that you approach the cash machine and
it welcomes you, recognizes your gender, age,
maybe mood, and it modifies its behavior with
respect to these factors. The machine helps you to
carry out the basic operation—withdraw the cash
401
Ignasiak K., Morgo
´
s M. and Ongkittikul S. (2007).
ARCHITECTURE OF INFORMATION SYSTEM FOR INTELLIGENT CASH MACHINE.
In Proceedings of the Second International Conference on Signal Processing and Multimedia Applications, pages 391-395
DOI: 10.5220/0002139903910395
Copyright
c
SciTePress
from your bank account—faster and with greater
ease. For example, users can define simple gestures
for common tasks, such as withdrawing money. The
proposed system enables also the bank to offer new
services.
We want to start with a simulation of such an
intelligent cash machine, hoping it would be
implemented as a real device once its usefulness is
proved and tested. On the other hand our goal is to
create an environment to test new algorithms and
ideas in a manner that does not impose on use of
particular software platforms and software tools.
However we propose a particular solution to test the
assumptions. The simulator is a very flexible
experimental environment to test new algorithms
and ideas, prior to implementation in real not only in
cash machine environment.
We start from the discussion of the use cases for
the cash machine to set up the requirements of the
system, then we present the workflow of data and
tasks within it. Finally we propose the software
architecture to be used for the cash machine
simulator.
2 USE CASES FOR CASH
MACHINE SIMULATOR
The analysis of use cases (OMG, 2005) for cash
machine should start from the user’s perspective.
The main cash machine services offered to the user
are withdrawal of money from his/her bank account,
checking the account’s status and—for our
purposes—logging into the system to access
advanced functions (cf. Figure 1).
In fact we can identify modules of the system
preparing the use cases and set the system’s initial
requirements. The first module identified is the cash
machine itself. It is used by ordinary user (bank’s
customer) as well as it is used by bank’s service to
configure the cash machine, calibrate devices such
as cameras, microphones, fingerprint sensor etc.
(cf. Figure 2).
The most important module for the simulator is
the Conversational Agent module. Use cases for this
module are depicted in Figure 3. The Conversational
Agent represents the artificial intelligence of the
system. The agent is updated by the environment
analysis module and welcomes and invites
pedestrians to use the machine. The agent controls
the interaction between the user and the machine
following the sequence of appropriate actions
needed to service the user.
Authorization module
Cash machine
Check account balance
and status
Withdraw or deposit
cash
Login to the system
User
Verify face, voice,
fingerprints
Verify PIN / pasword
<<include>>
<<include>>
Figure 1: Use cases for the user.
Cash machine
Service
person
Browse security alerts
Check operational
status
Configure cash
machine
Calibrate devices
Figure 2: Use cases for the bank’s service.
The Conversational Agent controls the behavior
of the 3D avatar that represents the agent itself in the
process of user-machine interaction. It controls the
speech synthesis by sending proper signals to speech
synthesis module, as well as controlling the
visualization of the avatar by sending signals to
visualization module. This includes rendering the 3D
avatar and animating its face together with emotions
to be expressed on the avatar’s face.
SIGMAP 2007 - International Conference on Signal Processing and Multimedia Applications
402
Speech synthesis module
Visualization module
Conversational Agent module
Environment analysis module
AV storage and retrival module
Conversational
Agent (AI)
Controll AV recording
and storage
Control functions
of cash machine
Send aletrs to bank
office / service
Control user - machine
interaction
Record AV material Hide additional data
<<include>>
<<include>>
Invite / welcome
pedestrians
Logout / discard users
- Control 3D avatar
- Control speech synthesis
- Control facial expression
<<include>>
<<include>>
<<include>>
Analyse environment
Analyse user's voice/
face / gestures / body
emotions
<<extend>>
<<extend>>
Generate speech
Render / animate
3D avatar
Render / animate
3D face with facial
emotions
<<include>>
<<include>>
<<include>>
Figure 3: Use cases for Conversational Agent.
The environment analysis module keeps track of
user’s voice, user’s body and face emotions to
update the Conversational Agent and to identify an
unusual user’s behavior at the cash machine. Besides
recognizing unusual user behavior, this module is
responsible for detecting unusual behavior in front
of the cash machine at all. It can detect pedestrians
carrying dangerous objects etc. Once such an
unusual behavior is identified, the agent sends alerts
to bank or police station, also it can change the
status of the machine into so called anti-attack
mode.
The gesture analysis part of the environment
analysis module aims to provide a convenient
human-machine interface for users. This gesture
analysis function is responsible for extracting the
user’s hand gestures. Gestures can be used by the
user to access the cash machines services, and can
also be an indication of mood to the machine.
There is a very important module present in the
system from surveillance point of view: AV storage
and retrieval. This module is responsible for storing
the audiovisual material taken by cameras and
microphones at the cash machine. One of its
functions is additional data hiding in such a way that
the material can not be modified by intruders.
Metadata hidden in the audiovisual material allow
the bank to state the origin of it.
The use cases in Figure 3 do not cover actions
for close interaction with bank services, because it is
beyond the scope of this paper. For example,
monitoring the amount of cash in the machine or
monitoring the funds available to the user are
functions that are not considered in the simulator.
3 WORKFLOW WITHIN THE
SIMULATOR
Having defined the use cases for the cash machine
one can define tasks to be performed within the
system and a workflow of them within the system. It
is not an easy task, as we do not want to specify the
algorithms to be implemented and tested within the
system.
However, we want to use the simulator to test
selected algorithms in the image processing field
that cover our interests within the Visnet II Network
of Excellence (Visnet II, 2006, Sadka, Skarbek,
2004).
We can start from calibration of the devices
connected to the cash machine – cameras for
example. They need to be calibrated prior to use
while some of algorithms to be implemented require
a set of three cameras for example. We have to
ensure stable cameras positions and parameters so
that the task of cameras calibration can be performed
only once.
The other exemplary task that is led up
continuously is the observation and analysis of the
environment of the cash machine to detect potential
user approach. This could be performed by human
ARCHITECTURE OF INFORMATION SYSTEM FOR INTELLIGENT CASH MACHINE
403
face detection in the frames of visual sequences
captured by cameras built into the machine. This is
the task performed by the environment analysis
module and it can be illustrated as the sequence
UML diagram (cf. Figure 4).
Cameras
module
Environment
analysis module
Face detection
module
take the next
video frame
frame ready
detect human
face
human face
present
AUT
Conversational
agent module
welcome
potential user
Figure 4: Exemplary sequence diagram within the cash
machine simulator system, AUT stands for Algorithm
Under Test – the part of the system being tested in the
particular experiment.
It is obvious from the Figure 4 that there is a
skeleton of the system that is present in every
particular implementation and there are modules that
are included for testing purposes, i.e. AUT –
Algorithm Under Test. However the system has to
define a common language for exchange the data
flowing between the modules. The best choice is
some XML application. This XML application must
provide the modules with the ability to exchange the
audiovisual data and the ability to exchange control
data. Audiovisual data create massive streams while
control data are rather sparse.
4 THE ARCHITECTURE
The architecture constitutes some software modules,
that are the core of the system and modules that can
be plugged into it for testing purposes. The core
modules cover the following:
Cash machine module,
Authorization module,
Conversational Agent module,
Audiovisual storage and retrieval module,
Environment analysis module,
Speech synthesis module, and
Visualization module.
The modules communicate with each other using
Computer Vision Markup Language application,
CVML (List, Fisher, 2004). The media data and the
control signals are both encapsulated in XML syntax
that is understood by every module. The AUT being
plugged into the system must recognize a set of
commands from this syntax to process media and to
produce its output that will be probably sent to
another module for further processing.
The modules themselves have internal structure
to allow finer processing and controlling the AUT
being plugged into the system. The communication
between elements of modules relies on the same idea
of sending AV data and control data encapsulated
into CVML application.
Such a general architecture does not impose any
particular software platform and any particular
software tool that has to be used. The only
requirement is that the used tools are to understand
XML encapsulating media data and control data.
However we would propose a model solution. It
includes Java as a platform for generating graphical
user interfaces. The SWT (Standard Widget Toolkit,
http://www.eclipse.org.swt/) would be used instead
of AWT and Swing. For rendering purposes we
would propose some OpenGL package for Java, for
example JME (Java Monkey Engine,
http://www.jmonkeyengine.com/) – one of the most
efficient implementation of OpenGL to Java
mapping, that supports many OpenGL extensions.
As the IDE for building software we would
propose Ecplise platform (http://www.eclipse.org). It
has many advantages over other IDEs available. For
instance, from collaborative point of view, again, it
does not impose use of any particular programming
language, however it is fine suited for Java as a
result of many anonymous Java programmers
contributions.
The Eclipse IDE defines Rich Client Platform
(RCP) that enables close integration of tools being
created within the IDE. For example the JME
OpenGL engine is prepared within RCP concept.
Massive computations needed by tested
algorithms can be processed in other programming
languages or external mathematical packages, for
instance Scilab (http://www.scilab.org/). The Java
Native Interface can be used for this purpose or any
other method offered by the mathematical package
itself.
5 CONCLUSIONS
We have discussed the idea of the intelligent cash
machine through its use cases, data flow within the
system and sketch of the architecture. We have
proposed a set of tools well tailored to the needs of
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people testing their algorithms and ideas in image
processing field in general.
ACKNOWLEDGEMENTS
The work presented was developed within
VISNET II, a European Network of Excellence
(http://www.visnet-noe.org), funded under the
European Commission IST FP6 programme.
REFERENCES
List, T., Fisher, R. B., 2004, CVML – An XML-based
Computer Vision Markup Language. In International
Conference on Pattern Recognition Proceedings, 1,
789-792.
OMG, 2005, Unified Modelling Language: Superstructure,
version 2.0.
Sadka, A. H., Skarbek, W., 2004, European Union
Network of Excellence on Networked Audiovisual
Media Technologies – Visnet. In
Visnet@KKRRiT2004, Special Session at National
Conference on Radiocommunications and
Broadcasting, Warsaw, Poland.
Visnet II, Network of Excellence, 2006,
http://www.visnet-noe.org/.
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