• Title/Summary/Keyword: block-based methods

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Hybrid copy-move-forgery detection algorithm fusing keypoint-based and block-based approaches (특징점 기반 방식과 블록 기반 방식을 융합한 효율적인 CMF 위조 검출 방법)

  • Park, Chun-Su
    • Journal of Internet Computing and Services
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    • v.19 no.4
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    • pp.7-13
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    • 2018
  • The methods for detecting copy move frogery (CMF) are divided into two categories, block-based methods and keypoint-based methods. Block-based methods have a high computational cost because a large number of blocks should be examined for CMF detection. In addition, the forgery detection may fail if a tampered region undergoes geometric transformation. On the contrary, keypoint-based methods can overcome the disadvantages of the block-based approach, but it can not detect a tampered region if the CMF forgery occurs in the low entropy region of the image. Therefore, in this paper, we propose a method to detect CMF forgery in all areas of image by combining keypoint-based and block-based methods. The proposed method first performs keypoint-based CMF detection on the entire image. Then, the areas for which the forgery check is not performed are selected and the block-based CMF detection is performed for them. Therefore, the proposed CMF detection method makes it possible to detect CMF forgery occurring in all areas of the image. Experimental results show that the proposed method achieves better forgery detection performance than conventional methods.

Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality

  • Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.419-426
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    • 2024
  • Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.

A Novel Automatic Block-based Multi-focus Image Fusion via Genetic Algorithm

  • Yang, Yong;Zheng, Wenjuan;Huang, Shuying
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.7
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    • pp.1671-1689
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    • 2013
  • The key issue of block-based multi-focus image fusion is to determine the size of the sub-block because different sizes of the sub-block will lead to different fusion effects. To solve this problem, this paper presents a novel genetic algorithm (GA) based multi-focus image fusion method, in which the block size can be automatically found. In our method, the Sum-modified-Laplacian (SML) is selected as an evaluation criterion to measure the clarity of the image sub-block, and the edge information retention is employed to calculate the fitness of each individual. Then, through the selection, crossover and mutation procedures of the GA, we can obtain the optimal solution for the sub-block, which is finally used to fuse the images. Experimental results show that the proposed method outperforms the traditional methods, including the average, gradient pyramid, discrete wavelet transform (DWT), shift invariant DWT (SIDWT) and two existing GA-based methods in terms of both the visual subjective evaluation and the objective evaluation.

Generation of the Production Material Information of a Building Block and the Simulation of the Block Erection Based on the Initial Hull Structural Model (초기 신체 구조 모델을 기반으로 한 신체 블록의 물량 정보 생성 및 블록 탑재 시물레이션)

  • Roh, Myung-Il;Lee, Kyu-Yeul
    • Journal of the Society of Naval Architects of Korea
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    • v.43 no.1 s.145
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    • pp.103-118
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    • 2006
  • At the initial design stage, the generation process of the production material information of a building block and the simulation process of the block erection, which are required to perform the production planning and scheduling, have been manually performed using 2D drawings, based on the data of parent ships, and subjective intuition from past experience. To make these processes automatic, the accurate generation method of the production material information and the convenient simulation method of the block erection based on the initial hull structural model(3D CAD model), were developed in this study. Here, the initial hull' structural model was generated from the initial hull structural CAD system early developed by us. To evaluate the developed methods. these methods were applied to corresponding processes of a deadweight 300,OOOton VLCC. As a result. it was shown that the production material information of a building block can be accurately generated and the block erection can be conveniently simulated in the initial design stage.

A Hybrid Texture Coding Method for Fast Texture Mapping

  • Cui, Li;Kim, Hyungyu;Jang, Euee S.
    • Journal of Computing Science and Engineering
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    • v.10 no.2
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    • pp.68-73
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    • 2016
  • An efficient texture compression method is proposed based on a block matching process between the current block and the previously encoded blocks. Texture mapping is widely used to improve the quality of rendering results in real-time applications. For fast texture mapping, it is important to find an optimal trade-off between compression efficiency and computational complexity. Low-complexity methods (e.g., ETC1 and DXT1) have often been adopted in real-time rendering applications because conventional compression methods (e.g., JPEG) achieve a high compression ratio at the cost of high complexity. We propose a block matching-based compression method that can achieve a higher compression ratio than ETC1 and DXT1 while maintaining computational complexity lower than that of JPEG. Through a comparison between the proposed method and existing compression methods, we confirm our expectations on the performance of the proposed method.

Reduction of Block Overlap in Motion Estimation

  • Cho, Seongsoo;Shrestha, Bhanu;Lee, Jongsup
    • International Journal of Internet, Broadcasting and Communication
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    • v.6 no.2
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    • pp.10-12
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    • 2014
  • This work is based on the motion estimation to handle the ill-posed nature. The algorithm used in this study that performs the motion estimation for overlapped block is used to calculate with using pixel of neighborhood block with higher correlation and present block by considering the correlation level of neighborhood block. The proposed method shows in a significant improvement in the quality of the mothion field when comparing the conventional methods.

A Study on the Fast Block Matching Algorithm (고속 Block Matching 알고리즘에 관한 연구)

  • 이인홍;박래홍
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.24 no.4
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    • pp.667-674
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    • 1987
  • In this paper an effective block matching algorithm is proposed to find the motion vector. There are two approaches to the estimation of the motion vector in MCC (motion compensated coding), i.e., pel(pixel element) recursive algorithm and block matching algorithm. The search algorithm in this paper is based on the block matching method. The advantage of a proposed algorithm using integral projections is the reduction of the computation time. While the conventional block matching methods have to be computed in 2-dimensional arrays, the proposed algorithm using integral projections can be computed in 1-dimensional arrays. In comparison with conventional block matching methods, a computer simulation shows that though the prediction error increases 0.23 db, it is not detectable for human eyes and the average reduction ratio of computation time obtained from the proposed algorithm is about 3-4.

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Motion Compensated Deinterlacing with Variable Block Sizes

  • Kim, In-Ho;Lee, Chul-Hee
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.469-472
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    • 2005
  • In this paper, we propose a new deinterlacing algorithm based on motion estimation and compensation with variable block size. Motion compensated methods using a fixed block size tend to produce undesirable artifacts when there exist complicated motion and high frequency components. In the proposed algorithm, the initial block size of motion estimation is determined based on the existence of global motion. Then, the block is divided depending on block characteristics. Since motion compensated deinterlacing may not always provide satisfactory results, the proposed method also use an intrafield spatial deinterlacing. Experimental results show that the proposed method provides noticeable improvements compared to motion compensated deinterlacing with a fixed block size.

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Motion estimation method using multiple linear regression model (다중선형회귀모델을 이용한 움직임 추정방법)

  • 김학수;임원택;이재철;이규원;박규택
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.34S no.10
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    • pp.98-103
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    • 1997
  • Given the small bit allocation for motion information in very low bit-rate coding, motion estimation using the block matching algorithm(BMA) fails to maintain an acceptable level of prediction errors. The reson is that the motion model, or spatial transformation, assumed in block matching cannot approximate the motion in the real world precisely with a small number of parameters. In order to overcome the drawback of the conventional block matching algorithm, several triangle-based methods which utilize triangular patches insead of blocks have been proposed. To estimate the motions of image sequences, these methods usually have been based on the combination of optical flow equation, affine transform, and iteration. But the compuataional cost of these methods is expensive. This paper presents a fast motion estimation algorithm using a multiple linear regression model to solve the defects of the BMA and the triange-based methods. After describing the basic 2-D triangle-based method, the details of the proposed multiple linear regression model are presented along with the motion estimation results from one standard video sequence, representative of MPEG-4 class A data. The simulationresuls show that in the proposed method, the average PSNR is improved about 1.24 dB in comparison with the BMA method, and the computational cost is reduced about 25% in comparison with the 2-D triangle-based method.

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Multiple Hint Information-based Knowledge Transfer with Block-wise Retraining (블록 계층별 재학습을 이용한 다중 힌트정보 기반 지식전이 학습)

  • Bae, Ji-Hoon
    • IEMEK Journal of Embedded Systems and Applications
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    • v.15 no.2
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    • pp.43-49
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    • 2020
  • In this paper, we propose a stage-wise knowledge transfer method that uses block-wise retraining to transfer the useful knowledge of a pre-trained residual network (ResNet) in a teacher-student framework (TSF). First, multiple hint information transfer and block-wise supervised retraining of the information was alternatively performed between teacher and student ResNet models. Next, Softened output information-based knowledge transfer was additionally considered in the TSF. The results experimentally showed that the proposed method using multiple hint-based bottom-up knowledge transfer coupled with incremental block-wise retraining provided the improved student ResNet with higher accuracy than existing KD and hint-based knowledge transfer methods considered in this study.