• 제목/요약/키워드: block-based methods

검색결과 756건 처리시간 0.021초

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

  • 박천수
    • 인터넷정보학회논문지
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    • 제19권4호
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    • pp.7-13
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    • 2018
  • Copy move frogery(CMF) 위조를 검출하는 기술은 블록(block) 기반 방식과 특징점(keypoint) 기반 방식으로 구분 된다. 블록 기반 방법은 위조 검출 과정에서 조사해야 하는 블록의 수가 많기 때문에 높은 계산 비용이 발생한다. 또한 위조되는 영역이 기하학적 변환을 거친 경우 위조 검출에 실패하는 단점이 있다. 반대로 특징점 기반 접근법은 블록 기반 방식의 단점을 극복 할 순 있지만 CMF 위조가 이미지의 낮은 엔트로피 영역에서 발생하는 경우 검출 할 수 없다는 단점이 존재한다. 따라서 본 논문에서는 특징점 기반 방식과 블록 기반 방식을 융합하여 이미지의 모든 영역에서 CMF 위조를 검출하는 방법을 제안한다. 제안하는 방법은 우선 전체 이미지를 대상으로 특징점 기반 위조 검출을 수행한다. 그 후 위조 검사가 이루어지지 않은 영역을 선별하여 블록 기반 위조 검사를 다시 수행한다. 따라서 제안하는 위조 검출 기술은 이미지의 모든 영역에서 발생하는 CMF 위조를 검출하는 것을 가능하게 해준다. 실험을 통해 제안하는 방법이 기존은 방법보다 우수한 위조 검출 성능을 보이는 것을 확인하였다.

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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    • 제12권3호
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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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    • 제7권7호
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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.

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

  • 노명일;이규열
    • 대한조선학회논문집
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    • 제43권1호
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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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    • 제10권2호
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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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    • 제6권2호
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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.

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

  • 이인홍;박래홍
    • 대한전자공학회논문지
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    • 제24권4호
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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
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2005년도 추계종합학술대회
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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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다중선형회귀모델을 이용한 움직임 추정방법 (Motion estimation method using multiple linear regression model)

  • 김학수;임원택;이재철;이규원;박규택
    • 전자공학회논문지S
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    • 제34S권10호
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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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블록 계층별 재학습을 이용한 다중 힌트정보 기반 지식전이 학습 (Multiple Hint Information-based Knowledge Transfer with Block-wise Retraining)

  • 배지훈
    • 대한임베디드공학회논문지
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    • 제15권2호
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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.