261 research outputs found

    Predicting and generating wallpaper texture with semantic properties

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    Um método supervisionado para encontrar variáveis discriminantes na análise de problemas complexos : estudos de caso em segurança do Android e em atribuição de impressora fonte

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    Orientadores: Ricardo Dahab, Anderson de Rezende RochaDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: A solução de problemas onde muitos componentes atuam e interagem simultaneamente requer modelos de representação nem sempre tratáveis pelos métodos analíticos tradicionais. Embora em muitos caso se possa prever o resultado com excelente precisão através de algoritmos de aprendizagem de máquina, a interpretação do fenómeno requer o entendimento de quais são e em que proporção atuam as variáveis mais importantes do processo. Esta dissertação apresenta a aplicação de um método onde as variáveis discriminantes são identificadas através de um processo iterativo de ranqueamento ("ranking") por eliminação das que menos contribuem para o resultado, avaliando-se em cada etapa o impacto da redução de características nas métricas de acerto. O algoritmo de florestas de decisão ("Random Forest") é utilizado para a classificação e sua propriedade de importância das características ("Feature Importance") para o ranqueamento. Para a validação do método, dois trabalhos abordando sistemas complexos de natureza diferente foram realizados dando origem aos artigos aqui apresentados. O primeiro versa sobre a análise das relações entre programas maliciosos ("malware") e os recursos requisitados pelos mesmos dentro de um ecossistema de aplicações no sistema operacional Android. Para realizar esse estudo, foram capturados dados, estruturados segundo uma ontologia definida no próprio artigo (OntoPermEco), de 4.570 aplicações (2.150 malware, 2.420 benignas). O modelo complexo produziu um grafo com cerca de 55.000 nós e 120.000 arestas, o qual foi transformado usando-se a técnica de bolsa de grafos ("Bag Of Graphs") em vetores de características de cada aplicação com 8.950 elementos. Utilizando-se apenas os dados do manifesto atingiu-se com esse modelo 88% de acurácia e 91% de precisão na previsão do comportamento malicioso ou não de uma aplicação, e o método proposto foi capaz de identificar 24 características relevantes na classificação e identificação de famílias de malwares, correspondendo a 70 nós no grafo do ecosistema. O segundo artigo versa sobre a identificação de regiões em um documento impresso que contém informações relevantes na atribuição da impressora laser que o imprimiu. O método de identificação de variáveis discriminantes foi aplicado sobre vetores obtidos a partir do uso do descritor de texturas (CTGF-"Convolutional Texture Gradient Filter") sobre a imagem scaneada em 600 DPI de 1.200 documentos impressos em 10 impressoras. A acurácia e precisão médias obtidas no processo de atribuição foram de 95,6% e 93,9% respectivamente. Após a atribuição da impressora origem a cada documento, 8 das 10 impressoras permitiram a identificação de variáveis discriminantes associadas univocamente a cada uma delas, podendo-se então visualizar na imagem do documento as regiões de interesse para uma análise pericial. Os objetivos propostos foram atingidos mostrando-se a eficácia do método proposto na análise de dois problemas em áreas diferentes (segurança de aplicações e forense digital) com modelos complexos e estruturas de representação bastante diferentes, obtendo-se um modelo reduzido interpretável para ambas as situaçõesAbstract: Solving a problem where many components interact and affect results simultaneously requires models which sometimes are not treatable by traditional analytic methods. Although in many cases the result is predicted with excellent accuracy through machine learning algorithms, the interpretation of the phenomenon requires the understanding of how the most relevant variables contribute to the results. This dissertation presents an applied method where the discriminant variables are identified through an iterative ranking process. In each iteration, a classifier is trained and validated discarding variables that least contribute to the result and evaluating in each stage the impact of this reduction in the classification metrics. Classification uses the Random Forest algorithm, and the discarding decision applies using its feature importance property. The method handled two works approaching complex systems of different nature giving rise to the articles presented here. The first article deals with the analysis of the relations between \textit{malware} and the operating system resources requested by them within an ecosystem of Android applications. Data structured according to an ontology defined in the article (OntoPermEco) were captured to carry out this study from 4,570 applications (2,150 malware, 2,420 benign). The complex model produced a graph of about 55,000 nodes and 120,000 edges, which was transformed using the Bag of Graphs technique into feature vectors of each application with 8,950 elements. The work accomplished 88% of accuracy and 91% of precision in predicting malicious behavior (or not) for an application using only the data available in the application¿s manifest, and the proposed method was able to identify 24 relevant features corresponding to only 70 nodes of the entire ecosystem graph. The second article is about to identify regions in a printed document that contains information relevant to the attribution of the laser printer that printed it. The discriminant variable determination method achieved average accuracy and precision of 95.6% and 93.9% respectively in the source printer attribution using a dataset of 1,200 documents printed on ten printers. Feature vectors were obtained from the scanned image at 600 DPI applying the texture descriptor Convolutional Texture Gradient Filter (CTGF). After the assignment of the source printer to each document, eight of the ten printers allowed the identification of discriminant variables univocally associated to each one of them, and it was possible to visualize in document's image the regions of interest for expert analysis. The work in both articles accomplished the objective of reducing a complex system into an interpretable streamlined model demonstrating the effectiveness of the proposed method in the analysis of two problems in different areas (application security and digital forensics) with complex models and entirely different representation structuresMestradoCiência da ComputaçãoMestre em Ciência da Computaçã

    What working memory is for

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    Investigating human-perceptual properties of "shapes" using 3D shapes and 2D fonts

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    Shapes are generally used to convey meaning. They are used in video games, films and other multimedia, in diverse ways. 3D shapes may be destined for virtual scenes or represent objects to be constructed in the real-world. Fonts add character to an otherwise plain block of text, allowing the writer to make important points more visually prominent or distinct from other text. They can indicate the structure of a document, at a glance. Rather than studying shapes through traditional geometric shape descriptors, we provide alternative methods to describe and analyse shapes, from a lens of human perception. This is done via the concepts of Schelling Points and Image Specificity. Schelling Points are choices people make when they aim to match with what they expect others to choose but cannot communicate with others to determine an answer. We study whole mesh selections in this setting, where Schelling Meshes are the most frequently selected shapes. The key idea behind image Specificity is that different images evoke different descriptions; but ‘Specific’ images yield more consistent descriptions than others. We apply Specificity to 2D fonts. We show that each concept can be learned and predict them for fonts and 3D shapes, respectively, using a depth image-based convolutional neural network. Results are shown for a range of fonts and 3D shapes and we demonstrate that font Specificity and the Schelling meshes concept are useful for visualisation, clustering, and search applications. Overall, we find that each concept represents similarities between their respective type of shape, even when there are discontinuities between the shape geometries themselves. The ‘context’ of these similarities is in some kind of abstract or subjective meaning which is consistent among different people

    Modelling of colour appearance of textured colours and smartphones using CIECAM02

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    The international colour committee recommended a colour appearance model, CIECAM02 in 2002, to help to predict colours under various viewing conditions from a colour appearance point of view, which has the accuracy of an averaged observer. In this research, an attempt is made to extend this model to predict colours on mobile telephones, which is not covered in the model. Despite the limited size and capacity of a mobile telephone, the urge to apply it to meet quotidian needs has never been unencumbered due to its appealing appearance, versatility, and readiness, such as viewing/taking pictures and shopping online. While a smartphone can act as a mini-computer, it does not always offer the same functionality as a desktop computer. For example, the RGB values on a smartphone normally cannot be modified nor can white balance be checked. As a result, performing online shopping using a mobile telephone can be difficult, especially when buying colour sensitive items. Therefore, this research takes an initiative to investigate the variations of colours for a number of smartphones while making an effort to predict their colour appearance using CIECAM02, benefiting both telephone users and makers. This thesis studies the Apple iPhone 5, LG Nexus 4, Samsung, and Huawei models, and compares their performance with a CRT colour monitor that has been calibrated using the D65 standard, to be consistent with the normal way of viewing online colours. As expected, all the telephones tested present more colourful images than a CRT. Work was also undertaken to investigate colours with a degree of texture. It was found that, on CRT monitors, a colour with a texture appears to be darker but more colourful to a human observer. Linear modifications have been proposed and implemented to the CIECAM02 model to accommodate these textured colours

    Learning visual representations of style

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    Learning Visual Representations of Style Door Nanne van Noord De stijl van een kunstenaar is zichtbaar in zijn/haar werk, onafhankelijk van de vorm of het onderwerp van een kunstwerk kunnen kunstexperts deze stijl herkennen. Of het nu om een landschap of een portret gaat, het connaisseurschap van kunstexperts stelt hen in staat om de stijl van de kunstenaar te herkennen. Het vertalen van dit vermogen tot connaisseurschap naar een computer, zodat de computer in staat is om de stijl van een kunstenaar te herkennen, en om kunstwerken te (re)produceren in de stijl van de kunstenaar, staat centraal in dit onderzoek. Voor visuele analyseren van kunstwerken maken computers gebruik van beeldverwerkingstechnieken. Traditioneel gesproken bestaan deze technieken uit door computerwetenschappers ontwikkelde algoritmes die vooraf gedefinieerde visuele kernmerken kunnen herkennen. Omdat deze kenmerken zijn ontwikkelt voor de analyse van de inhoud van foto’s zijn ze beperkt toepasbaar voor de analyse van de stijl van visuele kunst. Daarnaast is er ook geen definitief antwoord welke visuele kenmerken indicatief zijn voor stijl. Om deze beperkingen te overkomen maken we in dit onderzoek gebruik van Deep Learning, een methodologie die het beeldverwerking onderzoeksveld in de laatste jaren enorm heeft gerevolutionaliseerd. De kracht van Deep Learning komt voort uit het zelflerende vermogen, in plaats van dat we afhankelijk zijn van vooraf gedefinieerde kenmerken, kan de computer zelf leren wat de juiste kenmerken zijn. In dit onderzoek hebben we algoritmes ontwikkelt met het doel om het voor de computer mogelijk te maken om 1) zelf te leren om de stijl van een kunstenaar te herkennen, en 2) nieuwe afbeeldingen te genereren in de stijl van een kunstenaar. Op basis van het in het proefschrift gepresenteerde werk kunnen we concluderen dat de computer inderdaad in staat is om te leren om de stijl van een kunstenaar te herkennen, ook in een uitdagende setting met duizenden kunstwerken en enkele honderden kunstenaars. Daarnaast kunnen we concluderen dat het mogelijk is om, op basis van bestaande kunstwerken, nieuwe kunstwerken te generen in de stijl van de kunstenaar. Namelijk, een kleurloze afbeeldingen van een kunstwerk kan ingekleurd worden in de stijl van de kunstenaar, en wanneer er delen missen uit een kunstwerk is het mogelijk om deze missende stukken in te vullen (te retoucheren). Alhoewel we nog niet in staat zijn om volledig nieuwe kunstwerken te generen, is dit onderzoek een grote stap in die richting. Bovendien zijn de in dit onderzoek ontwikkelde technieken en methodes veelbelovend als digitale middelen ter ondersteuning van kunstexperts en restauratoren

    Control mechanisms for the procedural generation of visual pattern designs

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