20 research outputs found

    How to Meet at a Node of Any Connected Graph

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    Gathering over Meeting Nodes in Infinite Grid

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    The gathering over meeting nodes problem asks the robots to gather at one of the pre-defined meeting nodes. The robots are deployed on the nodes of an anonymous two-dimensional infinite grid which has a subset of nodes marked as meeting nodes. Robots are identical, autonomous, anonymous and oblivious. They operate under an asynchronous scheduler. They do not have any agreement on a global coordinate system. All the initial configurations for which the problem is deterministically unsolvable have been characterized. A deterministic distributed algorithm has been proposed to solve the problem for the remaining configurations. The efficiency of the proposed algorithm is studied in terms of the number of moves required for gathering. A lower bound concerning the total number of moves required to solve the gathering problem has been derived

    Watermarking Based Image Authentication for Secure Color Image Retrieval in Large Scale Image Databases

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    An important facet of traditional retrieval models is that they retrieve images and videos and consider their content and context reliable. Nevertheless, this consideration is no longer valid since they can be faked for many reasons and at different degrees thanks to powerful multimedia manipulation software. Our goal is to investigate new ways detecting possible fake in social network platforms. In this paper, we propose an approach that assets identification faked images by combining standard content-based image retrieval (CBIR) techniques and watermarking. We have prepared the wartermarked image database of all images using LSB based watermarking. Using gabor features and trained KNN, user is able to retrieve the matching query image. The retrieved image is authenticated by extracting the watermark and matching it again with the test image

    Review of Watermarking and Color Image Retrieval

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    The development of information technology and network technology is increasing rapidly. In network technology, multimedia communication applications are used in various formats such as text, image, audio and video. These formats are spreading very fast over the internet without any security and they can be easily copied by anyone without any prior protection and their feature can be easily copied. Nowadays the copyright infringement and piracy become very serious problem. Because of this problem, watermarking technology is used to protect the color image. In a recent year, several watermarking techniques are available such as spatial watermarking technique and frequency based watermarking technique. Frequency watermarking technique is used to differentiate the transformation of the wave and the discrete cosine transformation but transform watermarking techniques cannot provide adequate protection of image or data. This provides a weak answer to the problem of geometrical attack such as noise attack, rotation attack and translation attack. Therefore the use of spatial watermarking technique is recommended through the use of least significant bits, patch work and coding to reduce the problem of geometrical attack. This technique is comparatively simple. It can survive simple operations such as cutting and adding noise. In this document, we propose the watermark scheme based on spatial domain for color images. This scheme uses the Sobel and Canny edge detection methods to determine border information of the Luminance and chrominance components of the color image

    Real World Learning and Authentic Assessment

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    As students increasingly adopt a consumerist lifestyle academics are under pressure to assess and mark more students’ assignments in quicker turn around periods. In no other area is the marketisation shift between student and academic more apparent in the accountability that academics now need to demonstrate to students in their grading and feedback (Boud & Molloy, 2013). When evaluating their higher education experience students are most likely to complain about their grading or feedback (Boud & Molloy, 2013) and National Student Survey results consistently indicate that this category, more than any other, has the highest student dissatisfaction rates (Race, 2014)

    Real World Learning: Simulation and Gaming

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    Simulations and games are being used across a variety of subject areas as a means to provide insight into real world situations within a classroom setting; they offer many of the benefits of real world learning but without some of the associated risks and costs. Lean, Moizer, Derham, Strachan and Bhuiyan aim to evaluate the role of simulations and games in real world learning. The nature of simulations and games is discussed with reference to a variety of examples in Higher Education. Their role in real world learning is evaluated with reference to the benefits and challenges of their use for teaching and learning in Higher Education. Three case studies from diverse subject contexts are reported to illustrate the use of simulations and games and some of the associated issues

    k-Circle Formation and k-epf by Asynchronous Robots

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    For a given positive integer k, the k-circle formation problem asks a set of autonomous, asynchronous robots to form disjoint circles having k robots each at distinct locations, centered at a set of fixed points in the Euclidean plane. The robots are identical, anonymous, oblivious, and they operate in Look–Compute–Move cycles. This paper studies the k-circle formation problem and its relationship with the k-epf problem, a generalized version of the embedded pattern formation problem, which asks exactly k robots to reach and remain at each fixed point. First, the k-circle formation problem is studied in a setting where the robots have an agreement on the common direction and orientation of one of the axes. We have characterized all the configurations and the values of k, for which the k-circle formation problem is deterministically unsolvable in this setting. For the remaining configurations and the values of k, a deterministic distributed algorithm has been proposed, in order to solve the problem. It has been proved that for the initial configurations with distinct robot positions, if the k-circle formation problem is deterministically solvable then the k-epf problem is also deterministically solvable. It has been shown that by modifying the proposed algorithm, the k-epf problem can be solved deterministically

    <em>k</em>-Circle Formation and <em>k</em>-epf by Asynchronous Robots

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    For a given positive integer k, the k-circle formation problem asks a set of autonomous, asynchronous robots to form disjoint circles having k robots each at distinct locations, centered at a set of fixed points in the Euclidean plane. The robots are identical, anonymous, oblivious, and they operate in Look–Compute–Move cycles. This paper studies the k-circle formation problem and its relationship with the k-epf problem, a generalized version of the embedded pattern formation problem, which asks exactly k robots to reach and remain at each fixed point. First, the k-circle formation problem is studied in a setting where the robots have an agreement on the common direction and orientation of one of the axes. We have characterized all the configurations and the values of k, for which the k-circle formation problem is deterministically unsolvable in this setting. For the remaining configurations and the values of k, a deterministic distributed algorithm has been proposed, in order to solve the problem. It has been proved that for the initial configurations with distinct robot positions, if the k-circle formation problem is deterministically solvable then the k-epf problem is also deterministically solvable. It has been shown that by modifying the proposed algorithm, the k-epf problem can be solved deterministically
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