scholarly journals Rapid and Blind Watermarking Approach of the 3D Objects Using QR Code Images for Securing Copyright

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Hanan S. Al-Saadi ◽  
Ahmed Elhadad ◽  
A. Ghareeb

Watermarking techniques in a wide range of digital media was utilized as a host cover to hide or embed a piece of information message in such a way that it is invisible to a human observer. This study aims to develop an enhanced rapid and blind method for producing a watermarked 3D object using QR code images with high imperceptibility and transparency. The proposed method is based on the spatial domain, and it starts with converting the 3D object triangles from the three-dimensional Cartesian coordinate system to the two-dimensional coordinates domain using the corresponding transformation matrix. Then, it applies a direct modification on the third vertex point of each triangle. Each triangle’s coordinates in the 3D object can be used to embed one pixel from the QR code image. In the extraction process, the QR code pixels can be successfully extracted without the need for the original image. The imperceptibly and the transparency performances of the proposed watermarking algorithm were evaluated using Euclidean distance, Manhattan distance, cosine distance, and the correlation distance values. The proposed method was tested under various filtering attacks, such as rotation, scaling, and translation. The proposed watermarking method improved the robustness and visibility of extracting the QR code image. The results reveal that the proposed watermarking method yields watermarked 3D objects with excellent execution time, imperceptibility, and robustness to common filtering attacks.

Nanophotonics ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 27-44 ◽  
Author(s):  
Qingfeng Li ◽  
David Grojo ◽  
Anne-Patricia Alloncle ◽  
Boris Chichkov ◽  
Philippe Delaporte

AbstractLaser direct writing is a well-established ablation technology for high-resolution patterning of surfaces, and since the development of additive manufacturing, laser processes have also appeared very attractive for the digital fabrication of three-dimensional (3D) objects at the macro-scale, from few millimeters to meters. On the other hand, laser-induced forward transfer (LIFT) has demonstrated its ability to print a wide range of materials and to build functional micro-devices. For many years, the minimum size of laser-printed pixels was few tens of micrometers and is usually organized in two dimensions. Recently, new approaches have been investigated, and the potential of LIFT technology for printing 2D and 3D sub-micrometer structures has become real. After a brief description of the LIFT process, this review presents the pros and cons of the different digital laser printing technologies in the aim of the additive nanomanufacturing application. The transfer of micro- and nano-dots in the liquid phase from a solid donor film appears to be the most promising approach to reach the goal of 3D nanofabrication, and the latest achievements obtained with this method are presented and discussed.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Hanan S. Al-Saadi ◽  
A. Ghareeb ◽  
Ahmed Elhadad

In this paper, we propose a novel model for 3D object watermarking. The proposed method is based on the properties of the discrete cosine transform (DCT) of the 3D object vertices to embed a secret grayscale image three times. The watermarking process takes place by using the vertices coefficients and the encrypted image pixels. Moreover, the extraction process is totally blind based on the reverse steps of the embedding process to recover the secret grayscale image. Various performance aspects of the method are measured and compared between the original 3D object and the watermarked one using Euclidean distance, Manhattan distance, cosine distance, and correlation distance. The obtained results show that the proposed model provides better performances in terms of execution time and invisibility.


2020 ◽  
Vol 69 (1) ◽  
pp. 440-444
Author(s):  
A.R. Turganbayeva ◽  
◽  
F.K. Bolysbekova ◽  

This article describes in detail the capabilities of the Autodesk 3D Studio Max editor, which allows secondary school students to master three-dimensional computer modeling. To do this, we selected and studied modeling methods that allow us to create models of various complexity. The article provides modules and operators that can create part models and create real-world effects, create relationships between parts, and combine parts with each other and other objects. We studied the well-known visualization tools for working with three-dimensional graphics Autodesk 3D Studio Max. As a result of the experiment, it was proved that this platform is popular due to a wide range of features that facilitate the creation of complex 3D objects and scenes. It turned out that the Autodesk FBX cross-platform was designed to create 3D data and share it. It provides access to 3D models created in most third-party systems. Conclusions were made that it is available for high school students to master.


Author(s):  
Deuk-Hee Lee ◽  
Sehyung Park ◽  
Sungdo Ha ◽  
Yunyeong Lee

This paper presents a framework-based procedure to generate three-dimensional electronic catalogs (3d e-catalogs), which link three-dimensional viewing windows (3d viewing windows) to e-catalogs. The 3d viewing windows include the three-dimensional interactive and event-driven objects (3d objects) of products for e-catalogs; the 3d viewing windows view and manipulate the 3d objects. The framework provides users with the template models of 3d viewing windows and 3d objects; the template model of a 3d viewing window is defined in HTML and the template model of a 3d object is defined in VRML. Users will specify the components of the template models, and complete the 3d viewing windows including the 3d objects of the new products to be displayed in 3d e-catalogs. In addition, the framework presents the way to get hierarchical 3d models from CAD models of products.


Author(s):  
F. W. TO ◽  
K. M. TSANG

The analysis and recognition of 2D shapes using the orthogonal complex AR model has been extended for the recognition of arbitrary 3D objects. A 3D object is placed at one of its stable orientation and sectioned into a fixed number of "slices" of equal thickness in such a way that the "slices" are parallel to the object's stable plane. The surface of an object can be represented by a sequence of these parallel 2D closed contours. A complex AR model is then fitted to each of these contours. An orthogonal estimator is implemented to determine the correct model order and to estimate the associated model parameters. The estimated AR model parameters, magnitude ratios and the relative centroid associated with each 2D contour are used as essential features for 3D object recognition. An algorithm with hierarchical structure for the recognition of 3D objects is derived based on matching the sequence of 2D contours. Simulation studies are included to show the effectiveness of different criteria being applied at different stages of the recognition process. Test results have shown that the proposed approach can provide a feasible and effective means for recognizing arbitrary 3D objects which can be self-occluded and have a number of stable orientation.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S308-S308
Author(s):  
Keith A Anderson ◽  
Marla Berg-Weger ◽  
Tom Plocher ◽  
Anne Farina ◽  
Joseph E Gaugler

Abstract Reminiscence therapy (RT) is a form of person-centered care that involves the exploration of past activities, events, and experiences with another person or in a small group. Research on RT has found an array of benefits for older adults, including improvements in mood, quality of life, social interaction, cognition, and memory. In this presentation, the researchers report on Phases I and II of an evaluation of a reminiscence using three-dimensional (3D) printed objects from older adults’ pasts. Advances in 3D printing technology now allow researchers to create scale replicas of cherished items from peoples’ pasts, such as toys, bicycles, pets, automobiles, boats, and houses. In Phase I, the researchers evaluated the efficacy of incorporating 3D objects in reminiscence using a parallel convergent mixed methods design. Participants agreed or strongly agreed that the 3D object reminiscence was well-received (88.9%), facilitated reminiscence (83.3%), increased engagement and alertness (72.3%). Qualitative data identified additional benefits of the use of 3D objects in reminiscence, including increases in social engagement and interactions with staff and family members. In Phase II, the researchers are evaluating the effectiveness of a formal 3D reminiscence intervention using a randomized control trial of 175 older adults. The researchers hypothesize that 3D object reminiscence will be more effective than reminiscence using verbal cues in stimulating memory and enhancing cognition, engagement, mood, and quality of life. Preliminary findings from Phase II will be reported along with the findings from Phase I.


Machines ◽  
2021 ◽  
Vol 10 (1) ◽  
pp. 19
Author(s):  
Mu Chen ◽  
Huaici Zhao ◽  
Pengfei Liu

Three-dimensional (3D) object detection is an important task in the field of machine vision, in which the detection of 3D objects using monocular vision is even more challenging. We observe that most of the existing monocular methods focus on the design of the feature extraction framework or embedded geometric constraints, but ignore the possible errors in the intermediate process of the detection pipeline. These errors may be further amplified in the subsequent processes. After exploring the existing detection framework of keypoints, we find that the accuracy of keypoints prediction will seriously affect the solution of 3D object position. Therefore, we propose a novel keypoints uncertainty prediction network (KUP-Net) for monocular 3D object detection. In this work, we design an uncertainty prediction module to characterize the uncertainty that exists in keypoint prediction. Then, the uncertainty is used for joint optimization with object position. In addition, we adopt position-encoding to assist the uncertainty prediction, and use a timing coefficient to optimize the learning process. The experiments on our detector are conducted on the KITTI benchmark. For the two levels of easy and moderate, we achieve accuracy of 17.26 and 11.78 in AP3D, and achieve accuracy of 23.59 and 16.63 in APBEV, which are higher than the latest method KM3D.


Author(s):  
Yasemin Çetin ◽  
Erdal Yılmaz ◽  
Yasemin Yardımcı Çetin

Visual cues are an essential part of helicopter flight simulators. The required cues for hover are particularly large, due to closeness to the ground and small movements. However, the research on low-altitude helicopter flight is limited. In this research, the density and height of the three-dimensional (3D) objects in the scene are analysed to find their effect on hovering and low-altitude helicopter flight. An experiment is conducted using a personal computer-based flight simulator on 10 professional military pilots. The results revealed that 3D object density and 3D object height affect both horizontal and vertical hovering performance. In hover and low-altitude flight, altitude control is positively affected by smaller object height. Paradoxically, the pilots preferred the scenes composed of tall and mixture objects. Pilot distance estimation was significantly affected by the knowledge of both object density and object height, but these factors do not individually improve distance estimation.


2019 ◽  
Vol 28 (3) ◽  
pp. 1257-1267 ◽  
Author(s):  
Priya Kucheria ◽  
McKay Moore Sohlberg ◽  
Jason Prideaux ◽  
Stephen Fickas

PurposeAn important predictor of postsecondary academic success is an individual's reading comprehension skills. Postsecondary readers apply a wide range of behavioral strategies to process text for learning purposes. Currently, no tools exist to detect a reader's use of strategies. The primary aim of this study was to develop Read, Understand, Learn, & Excel, an automated tool designed to detect reading strategy use and explore its accuracy in detecting strategies when students read digital, expository text.MethodAn iterative design was used to develop the computer algorithm for detecting 9 reading strategies. Twelve undergraduate students read 2 expository texts that were equated for length and complexity. A human observer documented the strategies employed by each reader, whereas the computer used digital sequences to detect the same strategies. Data were then coded and analyzed to determine agreement between the 2 sources of strategy detection (i.e., the computer and the observer).ResultsAgreement between the computer- and human-coded strategies was 75% or higher for 6 out of the 9 strategies. Only 3 out of the 9 strategies–previewing content, evaluating amount of remaining text, and periodic review and/or iterative summarizing–had less than 60% agreement.ConclusionRead, Understand, Learn, & Excel provides proof of concept that a reader's approach to engaging with academic text can be objectively and automatically captured. Clinical implications and suggestions to improve the sensitivity of the code are discussed.Supplemental Materialhttps://doi.org/10.23641/asha.8204786


Author(s):  
Bonnie ‘Bo’ Ruberg ◽  
Daniel Lark

This article looks at the appearance of domestic spaces on the popular livestreaming platform Twitch.tv, with a focus on livestreams that appear to be shot in streamers’ bedrooms. Many Twitch streamers broadcast from their homes, making domestic space central to questions of placemaking for this rapidly growing digital media form. Within the home, bedrooms merit particular attention because they carry particular cultural connotations; they are associated with intimacy, embodiment, and erotics. Drawing from observations of gaming and nongaming streams, we map where bedrooms do and do not appear on Twitch. We locate the majority of bedrooms in categories that foreground connections between streamers and viewers, like Just Chatting, Music & Performing Arts, and autonomous sensory meridian response (ASMR). By contrast, across a wide range of video game genres, bedrooms remain largely absent from gaming streams. The presence of bedrooms on Twitch also breaks down along gender lines, with women streaming being far more likely to broadcast from their bedrooms than men. Here, we build from existing research on both livestreaming and digital placemaking to argue for an understanding of place on Twitch as fundamentally performative. This performance is inherently gendered and bound up with the affective labor of streaming. In addition, we demonstrate how the bedroom, even when it does not appear on screen, can be understood as a ‘structuring logic’ of placemaking on Twitch. Given the history of livestreaming, which grows out of women’s experiments with online ‘lifecasting’, the bedroom sets expectations for the type of spatial and emotional access a stream is imagined to offer viewers. In this sense, the absence of bedrooms in gaming streams can be understood as a disavowal of intimate domestic space: an attempt by predominantly male streamers to distance themselves from the implicit parallels between livestreaming and practices like webcam modeling.


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