Project Details
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Increasing eyewitness identification accuracy in lineups using 3D interactive virtual reality

Subject Area General, Cognitive and Mathematical Psychology
Image and Language Processing, Computer Graphics and Visualisation, Human Computer Interaction, Ubiquitous and Wearable Computing
Term since 2022
Project identifier Deutsche Forschungsgemeinschaft (DFG) - Project number 502864329
 
Accurate witness identification (ID) is a cornerstone of police inquiries and national security investigations. Yet, the technology used to display lineups has not fundamentally changed over the past century. Worldwide, police present witnesses with 2D photographic lineups. Eyewitnesses often err on ID tests—analyses of real-world police identification parades reveal that witnesses quite often identify known-innocent suspects as culprits. Eyewitness mistakes can have dire consequences and been implicated in about 70% of wrongful convictions. This project implements recent advances in 3D image technology and virtual reality (VR) to increase witness ID accuracy. We will develop a new lineup procedure that enables witnesses to rotate 3D faces and view them moving into different angles in VR. Our project brings together an international team of academics and practitioners from the United Kingdom (University of Birmingham, University of Stirling), Canada (University of Victoria), and Germany (the Max Planck Institute for Human Cognitive and Brain Sciences, and Humboldt-Universität zu Berlin). The researchers are among the best in their fields and have the necessary and unique expertise to develop the interactive 3D VR lineup system. Our cross-national approach will allow for robust testing and external validation by a wide range of end users. Our objectives are as follows: 1) develop novel methods for the creation of 3D representations of human faces that allow for editing and adaptation of appearance properties (e.g., expressions, lighting) as well as methods for photorealistic (neural) rendering in VR; 2) conduct laboratory experiments to establish the advantage of interactive 3D VR lineups over 2D lineups, as well as active over passive face exploration; 3) test the effect of different types of retrieval cues (e.g., vertical movement, facial expressions, lighting) on accuracy and reliability; 4) identify the individual difference characteristics (e.g., face processing ability, engagement with interactive 3D VR lineups) associated with performance in lineups; 5) explore the relationships between individual differences in face processing ability and lineup performance (e.g., discrimination accuracy) and model face processing in 2D and 3D tasks; and 6) present results to police practitioners to develop policy and practice recommendations for the implementation of interactive 3D VR lineups in a range of criminal justice contexts. In sum, our project combines theory and state-of-the art computing skills of the leading experts in their respective fields to substantially improve lineup procedures in applied settings.
DFG Programme Research Grants
International Connection Canada, United Kingdom
 
 

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