• Title/Summary/Keyword: 시프트

Search Result 134, Processing Time 0.019 seconds

Reversible data hiding technique applying triple encryption method (삼중 암호화 기법을 적용한 가역 데이터 은닉기법)

  • Jung, Soo-Mok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.15 no.1
    • /
    • pp.36-44
    • /
    • 2022
  • Reversible data hiding techniques have been developed to hide confidential data in the image by shifting the histogram of the image. These techniques have a weakness in which the security of hidden confidential data is weak. In this paper, to solve this drawback, we propose a technique of triple encrypting confidential data using pixel value information and hiding it in the cover image. When confidential data is triple encrypted using the proposed technique and hidden in the cover image to generate a stego-image, since encryption based on pixel information is performed three times, the security of confidential data hidden by triple encryption is greatly improved. In the experiment to measure the performance of the proposed technique, even if the triple-encrypted confidential data was extracted from the stego-image, the original confidential data could not be extracted without the encryption keys. And since the image quality of the stego-image is 48.39dB or higher, it was not possible to recognize whether confidential data was hidden in the stego-image, and more than 30,487 bits of confidential data were hidden in the stego-image. The proposed technique can extract the original confidential data from the triple-encrypted confidential data hidden in the stego-image without loss, and can restore the original cover image from the stego-image without distortion. Therefore, the proposed technique can be effectively used in applications such as military, medical, digital library, where security is important and it is necessary to completely restore the original cover image.

Selectively Partial Encryption of Images in Wavelet Domain (웨이블릿 영역에서의 선택적 부분 영상 암호화)

  • ;Dujit Dey
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.28 no.6C
    • /
    • pp.648-658
    • /
    • 2003
  • As the usage of image/video contents increase, a security problem for the payed image data or the ones requiring confidentiality is raised. This paper proposed an image encryption methodology to hide the image information. The target data of it is the result from quantization in wavelet domain. This method encrypts only part of the image data rather than the whole data of the original image, in which three types of data selection methodologies were involved. First, by using the fact that the wavelet transform decomposes the original image into frequency sub-bands, only some of the frequency sub-bands were included in encryption to make the resulting image unrecognizable. In the data to represent each pixel, only MSBs were taken for encryption. Finally, pixels to be encrypted in a specific sub-band were selected randomly by using LFSR(Linear Feedback Shift Register). Part of the key for encryption was used for the seed value of LFSR and in selecting the parallel output bits of the LFSR for random selection so that the strength of encryption algorithm increased. The experiments have been performed with the proposed methods implemented in software for about 500 images, from which the result showed that only about 1/1000 amount of data to the original image can obtain the encryption effect not to recognize the original image. Consequently, we are sure that the proposed are efficient image encryption methods to acquire the high encryption effect with small amount of encryption. Also, in this paper, several encryption scheme according to the selection of the sub-bands and the number of bits from LFSR outputs for pixel selection have been proposed, and it has been shown that there exits a relation of trade-off between the execution time and the effect of the encryption. It means that the proposed methods can be selectively used according to the application areas. Also, because the proposed methods are performed in the application layer, they are expected to be a good solution for the end-to-end security problem, which is appearing as one of the important problems in the networks with both wired and wireless sections.

List-event Data Resampling for Quantitative Improvement of PET Image (PET 영상의 정량적 개선을 위한 리스트-이벤트 데이터 재추출)

  • Woo, Sang-Keun;Ju, Jung Woo;Kim, Ji Min;Kang, Joo Hyun;Lim, Sang Moo;Kim, Kyeong Min
    • Progress in Medical Physics
    • /
    • v.23 no.4
    • /
    • pp.309-316
    • /
    • 2012
  • Multimodal-imaging technique has been rapidly developed for improvement of diagnosis and evaluation of therapeutic effects. In despite of integrated hardware, registration accuracy was decreased due to a discrepancy between multimodal image and insufficiency of count in accordance with different acquisition method of each modality. The purpose of this study was to improve the PET image by event data resampling through analysis of data format, noise and statistical properties of small animal PET list data. Inveon PET listmode data was acquired as static data for 10 min after 60 min of 37 MBq/0.1 ml $^{18}F$-FDG injection via tail vein. Listmode data format was consist of packet containing 48 bit in which divided 8 bit header and 40 bit payload space. Realigned sinogram was generated from resampled event data of original listmode by using adjustment of LOR location, simple event magnification and nonparametric bootstrap. Sinogram was reconstructed for imaging using OSEM 2D algorithm with 16 subset and 4 iterations. Prompt coincidence was 13,940,707 count measured from PET data header and 13,936,687 count measured from analysis of list-event data. In simple event magnification of PET data, maximum was improved from 1.336 to 1.743, but noise was also increased. Resampling efficiency of PET data was assessed from de-noised and improved image by shift operation of payload value of sequential packet. Bootstrap resampling technique provides the PET image which noise and statistical properties was improved. List-event data resampling method would be aid to improve registration accuracy and early diagnosis efficiency.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
    • /
    • v.22 no.1
    • /
    • pp.23-34
    • /
    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.