Exposing splicing forgery in realistic scenes using deep fusion network

2020 ◽  
Vol 526 ◽  
pp. 133-150 ◽  
Author(s):  
Bo Liu ◽  
Chi-Man Pun
Keyword(s):  
2013 ◽  
Vol 427-429 ◽  
pp. 2554-2557
Author(s):  
Jin Kun Pan ◽  
Dong Sheng Li

With the popularity of location-based services, Web contents are being geo-tagged and spatial keyword queries that retrieve objects satisfying both spatial and keyword conditions are gaining in prevalence. The existing spatial keyword queries focus on exact match or prefix match of the keywords cannot satisfy the demand of wildcard based imprecise match in many realistic scenes. Aiming to solve this problem, two methods which are fit for different situation are put forward: the inverted file and R-tree integrated index which fits for the situation that requires high time efficiency and the Prefix Bloom Filter and R-tree integrated index which fits for the situation requiring high space efficiency. The effectiveness of the two indexes is valid through experiments.


2009 ◽  
Vol 59 (4) ◽  
pp. 320-356 ◽  
Author(s):  
N. Andrew Browning ◽  
Stephen Grossberg ◽  
Ennio Mingolla

2020 ◽  
Vol 2020 ◽  
pp. 1-13
Author(s):  
Ruizhen Gao ◽  
Xiaohui Li ◽  
Jingjun Zhang

With the emergence of new intelligent sensing technologies such as 3D scanners and stereo vision, high-quality point clouds have become very convenient and lower cost. The research of 3D object recognition based on point clouds has also received widespread attention. Point clouds are an important type of geometric data structure. Because of its irregular format, many researchers convert this data into regular three-dimensional voxel grids or image collections. However, this can lead to unnecessary bulk of data and cause problems. In this paper, we consider the problem of recognizing objects in realistic senses. We first use Euclidean distance clustering method to segment objects in realistic scenes. Then we use a deep learning network structure to directly extract features of the point cloud data to recognize the objects. Theoretically, this network structure shows strong performance. In experiment, there is an accuracy rate of 98.8% on the training set, and the accuracy rate in the experimental test set can reach 89.7%. The experimental results show that the network structure in this paper can accurately identify and classify point cloud objects in realistic scenes and maintain a certain accuracy when the number of point clouds is small, which is very robust.


2019 ◽  
Vol 9 (9) ◽  
pp. 1872 ◽  
Author(s):  
Armin Taghipour ◽  
Eduardo Pelizzari

In a variety of applications, e.g., psychoacoustic experiments, virtual sound propagation demonstration, or synthesized noise production, noise samples are played back in laboratories. To simulate realistic scenes or to mask unwanted background sounds, it is sometimes preferable to add background ambient sounds to the noise. However, this can influence noise perception. It should be ensured that either background sounds do not affect, e.g., annoyance from foreground noise or that possible effects can be quantified. Two laboratory experiments are reported, in which effects of mixing background sounds to foreground helicopter samples were investigated. By means of partially balanced incomplete block designs, possible effects of three independent variables, i.e., helicopter’s sound exposure level, background type, and background sound pressure level were tested on the dependent variable annoyance, rated on the ICBEN 11-point numerical scale. The main predictor of annoyance was helicopter’s sound exposure level. Stimuli with eventful background sounds were found to be more annoying than those with less eventful background sounds. Furthermore, background type and level interacted significantly. For the major part of the background sound level range, increasing the background level was associated with increased or decreased annoyance for stimuli with eventful and less eventful background sounds, respectively.


2013 ◽  
Vol 846-847 ◽  
pp. 1452-1457
Author(s):  
Cheng Zhang

Vehicle Ad Hoc network (VANET) has grown fast in recent years. The routing protocol is one of the key technologies in VANET. Due to the particularity of VANET networks, the implementation and validation of all the protocols in realistic scenes are not possible. In this paper, we use the network simulation software OPNET to simulate the network models of VANET in different urban scenarios. We assessed the performance of Dynamic Source Routing (DSR) and Optimized Link State Routing (OLSR) protocols. Then we propose a new method by deploying the roadside equipment with Mobile IP. The results show that the performance is improved compared with the existing schemes.


2014 ◽  
Vol 69 ◽  
pp. 304-309 ◽  
Author(s):  
Nicoleta-Elisabeta Pascu ◽  
Tiberiu Dobrescu ◽  
Constantin Opran ◽  
George Enciu
Keyword(s):  

2014 ◽  
Vol 551 ◽  
pp. 696-701
Author(s):  
Fei Wang ◽  
Rui Juan Chi ◽  
Zhong Xiang Zhu ◽  
En Rong Mao

In order to making the virtual experiment results close to or equivalent to the real environmental effects, in addition to model realistic scenes, also need more accurate dynamic model. In this paper, based on research of hydraulic steering paddy and wheat combine harvester, first, used three-dimensional geometric model transformation technology to convert Pro/E model to a identified geometric model in VP virtual reality systems, second, used classical dynamics equations to build the mathematical model of this vehicle dynamics, finally, used VC++ programs to connect this two models, constructed a behavioral model of complete physics properties. This behavior model is not only more realistic than the geometry model in motion, but also it follows the laws of physics movement. It can effectively strengthen the authenticity of virtual experiment, provide an important platform to start agricultural machinery virtual characteristics test, and this Modeling Method can provide a reference for other agricultural machinery virtual reality platform to build.


10.28945/2559 ◽  
2002 ◽  
Author(s):  
Brian Quinn ◽  
Ian D Bishop

The aim of this research was to produce interactive, dynamic, collaborative, engaging, realistic scenes that could be used for educational or community purposes. The visualisations were based on the Macedon Ranges, a scenic area 80 km to the north west of Melbourne. The pedagogical foundations of good practice for on-line leaning and cooperative work were examined. Informing Science provided a framework for describing, evaluating and improving the products of the research. Conclusions from the research are that Informing Science provides an excellent framework for studying Visualisation types of Informing Systems. Editable games such as Sacrifice, Tribes2 and Unreal have promise as visualisation environments and some examples are presented.


Author(s):  
AbdelGhani Karkar ◽  
Somaya AlMaadeed ◽  
Rehab Salem ◽  
Mariam AbdelHady ◽  
Sara Abou-Aggour ◽  
...  

Overweight and obesity is a situation where a person has stacked too much fat that might affect negatively his/her health. Many people skip doing exercises due to several facts related to the encouragement, health-awareness, and time ar-rangement. Diverse aerobic video games have been proposed to help users in do-ing exercises. However, we observe some limitations in existing games. For in-stance, they don’t give correct scores while wearing Arabic traditional suits, they don’t consider showing immersive realistic scenes, and they don’t stimulate users to do exercises and keeping them encouraged to play more. We propose in this paper an aerobic video game that displays real scenes of aerobic coaches and keeps the user notified about doing exercises. It is a kind of serious games that allows users to learn aerobic movements and practice with aerobic coaches. It contains several exercises in which each can be played on normal screen or in fully immersive virtual reality (VR). While the user is playing, he/she can see the playing score with the estimated amount of burned calories. It stores the time when the user plays to remind him/her about doing exercises again. The profound user studies demonstrated the usability and effectiveness of the proposed game.


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