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Mobile Watermarking Based on the Distortion Analysis of Display-Capture Image in a Smart Phone (스마트폰에서 디스플레이-캡쳐 영상의 왜곡분석에 기반한 모바일 워터마킹)

  • Bae, Jong-Wook;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.15 no.7
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    • pp.847-858
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    • 2012
  • In this paper, we propose a mobile watermarking based on the distortion analysis of display-capture image in a smart phone. We compose a random sequence by utilizing the property of frequency band in the wavelet domain. Then we calculate the CCS (Coefficients Comparative Sum) using the block wavelet coefficients of selected subbands after the wavelet transformation and the random sequence and repeatedly embed a watermark using an insertion threshold for the watermark robustness. For correcting a distortion caused by the display-capture process, we adopt a frame at the outside of watermarked image, then we can equate a watermark synchronization by detecting the frame. And we can improve frame detection ratio by using an iteratively adaptive threshold. A proposed scheme embedded information of 206 bits into standard digital images and it shows an average about 41.42 dB in PSNR. In watermark extract experiments, a proposed scheme accurately recognizes the frame more than 97% in total captured images. Also in BER (Bit Error Ratio) of captured images, it shows about 3.73%, then it was improved more than 70%, compared with the Pramila's method.

Reversible Watermarking based Video Contents Management and Control technique using Biological Organism Model (생물학적 유기체 모델을 이용한 가역 워터마킹 기반 비디오 콘텐츠 관리 및 제어 기법)

  • Jang, Bong-Joo;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.16 no.7
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    • pp.841-851
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    • 2013
  • The infectious information hiding system(IIHS) is proposed for secure distribution of high quality video contents by applying optimized watermark embedding and detection algorithms to video codecs. And the watermark as infectious information is transmitted while target video is displayed or edited by codecs. This paper proposes a fast and effective reversible watermarking and infectious information generation for IIHS. Our reversible watermarking scheme enables video decoder to control video quality and watermark strength actively for by adding control code and expiration date with the watermark. Also, we designed our scheme with low computational complexity to satisfy it's real-time processing in a video codec, and to prevent time or frame delay during watermark detection and video restoration, we embedded one watermark and one side information within a macro-block. Experimental results verify that our scheme satisfy real-time watermark embedding and detection and watermark error is 0% after reversible watermark detection. Finally, we conform that the quality of restored video contens is almost same with compressed video without watermarking algorithm.

Virtual Block Game Interface based on the Hand Gesture Recognition (손 제스처 인식에 기반한 Virtual Block 게임 인터페이스)

  • Yoon, Min-Ho;Kim, Yoon-Jae;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.113-120
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    • 2017
  • With the development of virtual reality technology, in recent years, user-friendly hand gesture interface has been more studied for natural interaction with a virtual 3D object. Most earlier studies on the hand-gesture interface are using relatively simple hand gestures. In this paper, we suggest an intuitive hand gesture interface for interaction with 3D object in the virtual reality applications. For hand gesture recognition, first of all, we preprocess various hand data and classify the data through the binary decision tree. The classified data is re-sampled and converted to the chain-code, and then constructed to the hand feature data with the histograms of the chain code. Finally, the input gesture is recognized by MCSVM-based machine learning from the feature data. To test our proposed hand gesture interface we implemented a 'Virtual Block' game. Our experiments showed about 99.2% recognition ratio of 16 kinds of command gestures and more intuitive and user friendly than conventional mouse interface.

한국의 경제성장에 대한 교육수준별 영향: 내생성장모형과 1975-2004년 동아시아 7개국 자료 분석

  • Jang, Chang-Won
    • Korea journal of population studies
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    • v.30 no.1
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    • pp.149-176
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    • 2007
  • 본 연구는 지난 30년간(1975-2004년) 한국의 경제성장과정에서 교육의 부문별(초등 중등 고등교육) 역할을 추정하는 데 주목적이 있다. 본 연구는 우선 신고전학파 Solow의 외생적 경제성장이론을 접목한 Cobb-Douglas 모형을 확장하여 1인당 경제성장 추정을 위한 내생성장모형을 제시하였다. 또한 자료 한계를 극복하기 위하여 동아시아 7개국 자료를 바탕으로 시계 및 횡단면 자료를 블록으로 구축하여 앞의 내생성장모형을 이용한 pooling방법으로 1인당 경제성장에 물적자본, 단순노동력, 인적자본, 지적자본(R&D), 초기년도의 기술수준 등의 기여분을 추정하였다. 이러한 각 생산요소의 직접적인 추정결과로부터 각 요소간(고등교육, 중등교육, 지적자본) 상호작용으로 인한 간접적인 기여분 추정을 위해 연립방정식체계를 구축하고 각 요소의 영향력을 재 추정하여 보정된 결과를 제시하였다. 1975-2004년간 한국의 경제성장 과정에 있어서 인적자본요소인 교육은 40.7%를 기여였으며 이를 다시 분해하면 중등교육이 가장 큰 87.0%, 초등교육이 6.6%, 중등교육에 간접적으로 기여한 대학교육이 -52.9%를 보였다. 물적자본이 39.6%, R&D자본이 24.1%들 보였으며 지식 정보기반사회에서 그 의미가 감소한 단순노동력은 -1.4%, 기술추격을 가능케 하는 1975년도 초기기술수준이 -3.0%의 추정결과를 보여주고 있다. 향후 정책연구 과제로는 한국미 지식기반사회에서 선진국으로 진입하기 위해서는 경제성장과정에서 대학의 역할을 제고할 필요성이 있음을 제안하고 있다. 이를 위해서는 기존 대학의 양적인 구조조정이 필요하다. 특히 대학의 질적 경쟁력을 높이기 위한 정부의 대학 지원 역할 역시 제고되어야 할 것이다. 또한 이 글은 교육시장과 노동시장을 어떠한 방법으로 연계 시키는가를 논의하고 세계시장의 급격한 기술변화와 체제변화에 따라 국내노동시장의 필요한 산업인력수요의 내용도 같은 속도의 변화를 요구하고 있음을 상기시키고 연계지원 정책을 주장하고 있다.

An algorithm of the natural view transition in the panoramic image based navigation using Fast Fourier Transform Techniques (파노라마 영상 기반 네비게이션에서 FFT 기술을 이용한 자연스러운 장면 전환 알고리즘)

  • Kim, Dae-Hyun;Choi, Jong-Soo;Kim, Tae-Eun
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.561-566
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    • 2003
  • This paper proposes a new algorithm that generates smooth and realistic transition views from one viewpoint to another view point on the panorama based navigation system. The proposed algorithm is composed with two steps. One is prewarping that aligns the viewing direction in two panorama image, the other is bidirectional disparity morphing (BDM) that generates the intermediate scene from the aligned panorama images. For the prewarping, first of all, we compute the phase correlation between two images in order to get the information such as the displacement, rotation, and scale. Then we align the original images using these information. As soon as finishing the prewarping, we compute the block based disparity vectors (DVs) and smooth them using the two occluding patterns. As we apply these DVs to the BDM, we can get the elaborate intermediate scenes. We make an experiment on the proposed algorithm with real panoramic images and we can get the satisfactory results.

ASCII data hiding method based on blind video watermarking using minimum modification of motion vectors (움직임벡터의 변경 최소화 기법을 이용한 블라인드 비디오 워터마킹 기반의 문자 정보 은닉 기법)

  • Kang, Kyung-Won;Ryu, Tae-Kyung;Jeong, Tae-Il;Park, Tae-Hee;Kim, Jong-Nam;Moon, Kwang-Seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.1C
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    • pp.78-85
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    • 2007
  • With the advancement of the digital broadcasting and popularity of the Internet, recently, many studies are making on the digital watermarking for the copyright protection of digital data. This paper proposes the minimum modification method of motion vector to minimize the degradation of video quality, hiding subtitles of many language and information of OST(original sound track), character profiles, etc. as well as the copyright protection. Our proposed algorithm extracts feature vector by comparing motion vector data with watermark data, and minimize the modification of motion vectors by deciding the inversion of bit. Thus the degradation of video quality is minimized comparing to conventional algorithms. This algorithm also can check data integrity, and retrieve embedded hidden data simply and blindly. And our proposed scheme can be useful for conventional MPEG-1, -2 standards without any increment of bit rate in the compressed video domain. The experimental result shows that the proposed scheme obtains better video quality than other previous algorithms by about $0.5{\sim}1.5dB$.

Mosaic Detection Based on Edge Projection in Digital Video (비디오 데이터에서 에지 프로젝션 기반의 모자이크 검출)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.339-345
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    • 2016
  • In general, mosaic blocks are used to hide some specified areas, such as human faces and disgusting objects, in an input image when images are uploaded on a web-site or blog. This paper proposes a new algorithm for robustly detecting grid mosaic areas in an image based on the edge projection. The proposed algorithm first extracts the Canny edges from an input image. The algorithm then detects the candidate mosaic blocks based on horizontal and vertical edge projection. Subsequently, the algorithm obtains real mosaic areas from the candidate areas by eliminating the non-mosaic candidate regions through geometric features, such as size and compactness. The experimental results showed that the suggested algorithm detects mosaic areas in images more accurately than other existing methods. The suggested mosaic detection approach is expected to be utilized usefully in a variety of multimedia-related real application areas.

Destructive Experiments on Erosion Control Vegetation Mats (침식방지 식생매트의 파괴실험)

  • Kim, Myoung-Hwan;Lee, Du-Han;Rhee, Dong-Sop
    • Proceedings of the Korea Water Resources Association Conference
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    • 2012.05a
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    • pp.668-668
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    • 2012
  • 제방 비탈면 보호방법 중에서 식생매트를 사용하는 방법은 제방의 보호와 함께 자연친화적이면서 생태계의 보전 측면에서 유리하고 이와 아울러 심미적 효과와 비용의 적절성 등의 요건을 만족하기 때문에 최근 국내 자연형 하천정비에서는 다양한 종류의 식생매트들이 빈번히 사용되고 있다. 하지만 식생매트로 인한 제방의 비탈면 보호 효과에 대해서는 아직까지 정성적으로 분석된 예가 미흡하여 이에 관한 연구가 시급히 요구되고 있는 실정이다. 비탈면을 보호하는 비탈덮기는 생태계와 경관 등의 고려도 중요하지만 그보다 먼저 유수에 의한 파괴가 발생하지 않아야 한다. 따라서 제방의 비탈면 보호 효과가 다른 재료에 비해 상대적으로 취약할 수 밖에 없는 식생매트의 경우 적용범위와 한계를 명확히 하여야 잘못된 적용으로 인한 재해를 막을수 있을 것이다. 근래 들어 지역을 가리지 않는 국지성 폭우로 인한 홍수가 점차로 확대되고 있는 국내 상황을 고려할 때에도 식생매트의 한계와 적용범위의 결정은 매우 중요하다. 본 연구에서는 한국건설기술연구원 안동 하천실험센터 호안블록 시험구간에서 하류 10m 지점에서 시작하는 20m 구간에 두 종류의 식생매트를 교대로 설치하여 각각의 식생매트에 관한 파괴실험을 수행하였다. 두 종류의 식생매트 모두 코코넛 섬유를 원료로 사용하는 제품이며, 식생매트의 파괴 실험은 식생활착 이전의 상황을 재현하여 수행하였다. 이는 통상적으로 식생 활착 이전의 식생매트가 제방 비탈면을 보호하는 효과가 현저히 떨어지는 단점을 가지고 있기 때문에 이에 맞추어 본 실험에서는 식생매트의 자체의 단점과 한계를 파악하는 것을 목적으로 하였다. 실험 결과 두 종류의 식생매트는 모두 침수시 부력으로 인한 부유 현상과 식생매트 틈세 흐름으로 인한 기반층의 세굴 현상을 발견할 수 있었으며, 이러한 상황에서 식생매트를 고정하는 앵커가 매우 중요한 역할을 한다는 것을 발견할 수 있었다. 식생매트가 기반 토층에서 분리되어 파괴가 발생하는 유량조건은 각각 식생매트에 따라 서로 다르게 나타났는데, 이 또한 매트를 고정하는 앵커의 특성 때문인 것으로 판단된다.

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Development of Augmented Reality Based Electronic Circuit Education System (증강현실 기반 전자회로 교육 시스템 개발)

  • Oh, DoBong;Shim, SeungHwan;Choi, HanGo
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.12
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    • pp.333-338
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    • 2020
  • This paper proposes an augmented reality-based electronic circuit education system as a way for electronic circuit education, which is the basis of ICT convergence technology field. It consists of a hardware module that can identify the actual circuit and a mobile educational content that can check the current flow, input, output, and measured value by applying augmented reality technology. An experiment was conducted on image recognition, which is the main performance, for the purpose of stable operation of the system, and as the experimental method the recognition rate was measured by changing the distance between the hardware module and the mobile device to a certain interval. As a result of the experiment, the recognition rate was 100 percent at a distance of 25[Cm] or higher, and it was confirmed that the recognition rate decreased by 12% at a distance below 25[Cm], which can be said to be the effect of an error that results in image loss taken due to close distance. In the future, we plan to apply the education system presented in this paper to classes, which increases the efficiency of classes and improve students' interest and understanding of the subject.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.