• Title/Summary/Keyword: vertex distance

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High-Capacity and Robust Watermarking Scheme for Small-Scale Vector Data

  • Tong, Deyu;Zhu, Changqing;Ren, Na;Shi, Wenzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.12
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    • pp.6190-6213
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    • 2019
  • For small-scale vector data, restrictions on watermark scheme capacity and robustness limit the use of copyright protection. A watermarking scheme based on robust geometric features and capacity maximization strategy that simultaneously improves capacity and robustness is presented in this paper. The distance ratio and angle of adjacent vertices are chosen as the watermark domain due to their resistance to vertex and geometric attacks. Regarding watermark embedding and extraction, a capacity-improved strategy based on quantization index modulation, which divides more intervals to carry sufficient watermark bits, is proposed. By considering the error tolerance of the vector map and the numerical accuracy, the optimization of the capacity-improved strategy is studied to maximize the embedded watermark bits for each vertex. The experimental results demonstrated that the map distortion caused by watermarks is small and much lower than the map tolerance. Additionally, the proposed scheme can embed a copyright image of 1024 bits into vector data of 150 vertices, which reaches capacity at approximately 14 bits/vertex, and shows prominent robustness against vertex and geometric attacks for small-scale vector data.

Determination of Minimum Vertex Interval using Shoreline Characteristics (해안선 길이 특성을 이용한 일관된 최소 점간거리 결정 방안)

  • WOO, Hee-Sook;KIM, Byung-Guk;KWON, Kwang-Seok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.22 no.4
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    • pp.169-180
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    • 2019
  • Shorelines should be extracted with consistency because they are the reference for determining the shape of a country. Even in the same area, inconsistent minimum vertex intervals cause inconsistencies in the coastline length, making it difficult to acquire reliable primary data for national policy decisions. As the shoreline length cannot be calculated consistently for shorelines produced by determining the arbitrary distance between points below 1m, a methodology to calculate consistent shoreline length using the minimum vertex interval is proposed herein. To compare our results with the shoreline length published by KHOA(Korea Hydrographic and Oceanographic Agency) and analyze the change in shoreline length according to the minimum vertex interval, target sites was selected and the grid overlap of the shoreline was determined. Based on the comparison results, minimum grid sizes and the minimum vertex interval can be determined by deriving a polynomial function that estimates minimum grid sizes for determining consistent shoreline lengths. By comparing public shoreline lengths with generalized shoreline lengths using various grid sizes and by analyzing the characteristics of the shoreline according to vertex intervals, the minimum vertex intervals required to achieve consistent shoreline lengths could be estimated. We suggest that the minimum vertex interval methodology by quantitative evaluation of the determined grid size may be useful in calculating consistent shoreline lengths. The proposed method by minimum vertex interval determination can help derive consistent shoreline lengths and increase the reliability of national shorelines.

An Efficient Method for Minimum Distance Problem Between Shapes Composed of Circular Arcs and Lines (원호와직선으로 구성된 도형간의 효율적인 최소거리 계산방법)

  • 김종민;김민환
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.43 no.5
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    • pp.848-860
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    • 1994
  • Generally, to get the minimum distance between two arbitrary shapes that are composed of circular arcs and lines, we must calculate distances for all the possible pairs of the components from two given shapes. In this paper, we propose an efficient method for the minimum distance problem between two shapes by using their structural features after extracting the reduced component lists which are essential to calculate the minimum distance considering the relationship of shape location. Even though the reduced component lists may contain all the components of the shapes in the worst case, in the average we can reduce the required computation much by using the reduced component lists. This method may be efectively applied to calculating the minimum distance between two shapes which are generated by the CAD tool, like in the nesting system.

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An Analysis And Criticism on Mathematics Terminologies Used in Elementary School Mathematics: Focused on Some Examples (우리나라 초등학교 수학용어의 분석과 비판: 몇 가지 예를 중심으로)

  • Park, Kyo Sik
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.1
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    • pp.1-17
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    • 2013
  • In this paper, firstly, 'value', 'vertices', 'height' are discussed, which are used in the multiple contexts. Then 'sketch', 'mental math', 'zero point oneth place/zero point zero oneth place/zero point zereo zero oneth place', 'number of place', 'natural number part/decimal part' are discussed, which are not used consistently. Finally, middle school mathematics terms 'distance', 'number line', 'the value of the expression' are discussed which are used in elementary school mathematics textbooks/workbooks. From these discussions, the following four suggestions are proposed as conclusions. First, as a mathematical term 'value' and 'distance' should be emphasized. As 'distance' is a middle school term, there is a need to consider the 'height' as 'the length of the line segment' instead of 'distance'. Second, 'number of place' which can be replaced with other suitable term, 'the value of the expression' including 'value of $20{\times}4$', 'natural number part/decimal part', 'vertex of pyramid/vertex of cone', 'mental math' should not be used. Third, there is a need to consider the use of 'mixed decimal' and 'proper decimal'. In addition, there is a need to expand the use of 'sketch'. Fourth, there is a need to consider the confirmation of 'number line' as an elementary school mathematics term. In addition, there is a need to consider to specify that 'decimal first place', 'decimal second place', 'decimal third place' can be used equivalently with 'zero point oneth place', 'zero point zero oneth place', 'zero point zereo zero oneth place' respectively.

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Maximum Degree Vertex Central Located Algorithm for Bandwidth Minimization Problem

  • Lee, Sang-Un
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.7
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    • pp.41-47
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    • 2015
  • The bandwidth minimization problem (BMP) has been classified as NP-complete because the polynomial time algorithm to find the optimal solution has been unknown yet. This paper suggests polynomial time heuristic algorithm is to find the solution of bandwidth minimization problem. To find the minimum bandwidth ${\phi}^*=_{min}{\phi}(G)$, ${\phi}(G)=_{max}\{{\mid}f(v_i)-f(v_j):v_i,v_j{\in}E\}$ for given graph G=(V,E), m=|V|,n=|E|, the proposed algorithm sets the maximum degree vertex $v_i$ in graph G into global central point (GCP), and labels the median value ${\lceil}m+1/2{\rceil}$ between [1,m] range. The graph G is partitioned into subgroup, the maximum degree vertex in each subgroup is set to local central point (LCP), and we adjust the label of LCP per each subgroup as possible as minimum distance from GCP. The proposed algorithm requires O(mn) time complexity for label to all of vertices. For various twelve graph, the proposed algorithm can be obtains the same result as known optimal solution. For one graph, the proposed algorithm can be improve on known solution.

A Vertex-Detecting of Hanguel Patterns Using Nested Contour Shape (중첩윤곽 형상에 의한 한글패턴의 정점검출)

  • Koh, Chan;Lee, Dai-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.15 no.2
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    • pp.112-123
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    • 1990
  • This paper presents a vertex-detecting of Hanguel patterns using nested contour shape. Inputed binary character patterns are transformed by distance transformation method and make a new file of transferred data by analysis of charactersitcs. A new vertex-detecting algorithm for recognizing Hanguel patterns using the two data files is proposed. This algorithm is able to reduce the projecting parts of Hanguel pattern, separate the connecting parts between different strokes, set the code number by transformed value of coorked features. It makes the output of results in order to apply the Hanguel recognition.

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On the Metric Dimension of Corona Product of a Graph with K1

  • Mohsen Jannesari
    • Kyungpook Mathematical Journal
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    • v.63 no.1
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    • pp.123-129
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    • 2023
  • For an ordered set W = {w1, w2, . . . , wk} of vertices and a vertex v in a connected graph G, the k-vector r(v|W) = (d(v, w1), d(v, w2), . . . , d(v, wk)) is called the metric representation of v with respect to W, where d(x, y) is the distance between the vertices x and y. A set W is called a resolving set for G if distinct vertices of G have distinct metric representations with respect to W. The minimum cardinality of a resolving set for G is its metric dimension dim(G), and a resolving set of minimum cardinality is a basis of G. The corona product, G ⊙ H of graphs G and H is obtained by taking one copy of G and n(G) copies of H, and by joining each vertex of the ith copy of H to the ith vertex of G. In this paper, we obtain bounds for dim(G ⊙ K1), characterize all graphs G with dim(G ⊙ K1) = dim(G), and prove that dim(G ⊙ K1) = n - 1 if and only if G is the complete graph Kn or the star graph K1,n-1.

3D Mesh Model Watermarking Based on Projection

  • Lee Suk-Hwan;Kwon Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.8 no.12
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    • pp.1572-1580
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    • 2005
  • The common requirements for watermarking are usually invisibility, robustness, and capacity. We proposed the watermarking for 3D mesh model based on projection onto convex sets for invisibility and robustness among requirements. As such, a 3D mesh model is projected alternatively onto two convex sets until it converge a point. The robustness convex set is designed to be able to embed watermark into the distance distribution of vertices. The invisibility convex set is designed for the watermark to be invisible based on the limit range of vertex movement. The watermark can be extracted using the decision values and index that the watermark was embedded with. Experimental results verify that the watermarked mesh model has both robustness against mesh simplification, cropping, affine transformations, and vertex randomization and invisibility.

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Three Dimensional Shape Morphing of Triangular Net (삼각망의 3 차원 형상 모핑)

  • Yoo, Dong-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.25 no.1
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    • pp.160-170
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    • 2008
  • Shape morphing is the process of transforming a source shape, through intermediate shapes, into a target shape. Two main problems to be considered in three dimensional shape morphing are vertex correspondence and path interpolation. In this paper, an approach which uses the linear interpolation of the Laplacian coordinates of the source and target meshes is introduced for the determination of more plausible path when two topologically identical shapes are morphed. When two shapes to be morphed are different in shape and topology, a new method which combines shape deformation theory based on Laplacian coordinate and mean value coordinate with distance field theory is proposed for the efficient treatment of vertex correspondence and path interpolation problems. The validity and effectiveness of the suggested method was demonstrated by using it to morph large and complex polygon models including male and female whole body models.

Dimensional Hangeul Font (3차원 한글 Font에 관한 연구)

  • Ji, Kyung-Hee;Cho, Dong-Sub
    • Proceedings of the KIEE Conference
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    • 1989.07a
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    • pp.477-480
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    • 1989
  • In this paper, we introduce the three-dimensional Korean character display by using 2D fonts and character depth. Character segments are designed by the set of vertex at run time. Character depth is applied for 3D visualization. And, the variation of eye-point and distance of object is used for 3D character animation.

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