Bowen Ning, Baoning Niu, Hu Guan, Ying Huang, Shuwu Zhang
{"title":"Research and Development of Copyright Registration and Monitoring System Based on Digital Watermarking and Fingerprint Technology","authors":"Bowen Ning, Baoning Niu, Hu Guan, Ying Huang, Shuwu Zhang","doi":"10.1109/ICCST53801.2021.00080","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00080","url":null,"abstract":"According to the characteristics of the existing copyright protection system and market demand, a copyright registration and monitoring system based on digital watermarking and fingerprint technology was designed and implemented.Users can register audio, video, image and other types of digital content on our system, in which the only fingerprint is used to replace the original work itself for registration. After the approval, the unique watermark is issued for embedding in the digital content, so that when the infringement is identified, the watermark can be extracted from the suspected infringing works to prove the copyright, and this will break through the difficulty of obtaining evidence and safeguarding rights.The system also is real-time and accurate for copyright monitoring works. It can provide users with instant feedback, including suspected infringement works. Our system combines the advantages of digital watermarking and fingerprint technology in copyright protection, simplifies the copyright registration, makes the infringement identification effective, and makes the copyright monitoring accurate, so as to effectively prevent the occurrence of infringement and piracy, which is conducive to the promotion and popularization of digital works copyright protection.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116982574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Noncustom Virtual Simulation System for Performing Arts","authors":"Xinquan Luo, Zhengdong Han, Xiangjie Huang","doi":"10.1109/ICCST53801.2021.00045","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00045","url":null,"abstract":"According to the characteristics of modern performance programs, this paper puts forward a novel method of applying virtual simulation technology to the construction of the physical stage. Taking the 1500 people lecture hall of the Communication University of China as an example, this paper designs a 3D interactive simulation system based on Unreal Engine, which is full of elements and non-customized and makes an exploration on the virtual simulation of a variety show. The interactive simulation system is composed of several modular simulation engines. Users can use this system to set some key elements needed for the performance, including LED background, audio, stage effects, lighting control, Figure dance, etc. to simulate the art show. By the simulation, users can watch the simulation effect of the show more directly, and then make efficient and reasonable adjustment [1]. The system has good portability and versatility and can be quickly combined with other 3D models to realize the simulation of different scenes. At the same time, with the help of the system, beginners can fully understand the performing arts technology, and learn the ideas and methods of applying virtual simulation technology to the performing arts industry.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131150741","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Details Enhancement In Low Contrast Region Of Inspection Image Based On Fuzzy Rough Set","authors":"Junbao Zheng, Junpeng Ji, Xiu Liu","doi":"10.1109/ICCST53801.2021.00100","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00100","url":null,"abstract":"In the large dynamic range of inspection images, low-density objects mostly exist in the areas with low contrast, which makes it difficult to identify or show them. The existing image enhancement algorithms mostly do not consider this characteristic of the X-ray inspection image. To solve the detail enhancement problem for quarantine inspection, an fuzzy rough set method is proposed to extract the low-density quarantine objects in X-ray inspection image. Firstly, after negative operating and noise filtering, the inspection image is divided into two parts with rough set method, one is the region of interest that may have the low-density quarantine object, and the other on the contrary. Then, within the region of interest, a fuzzy degree is used to determine the probability of a certain pixel to belong to the quarantine target. Finally, according to the pixel classification results, some pixel values are adjusted in HSV space to show quarantine target distinctly. The capability of detail enhancement in low-contrast region of high dynamic image is also evaluated with the experiments on simulation data and real X-ray images.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131715511","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Establishment of Chinese Speech Emotion Database of Broadcasting","authors":"Zhongwen Tu, Bin Liu, Wei Zhao, Baoyu Cao","doi":"10.1109/ICCST53801.2021.00131","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00131","url":null,"abstract":"In order to provide an effective and available database for speech emotion recognition and research on broadcast speech, an speech emotion database based on broadcast vocalization method is established, which contains seven discrete emotions, namely, happy, very happy, sad, very sad, angry, very angry and neutral. The database is recorded by four graduate students (two male and two female) from Communication University of China, who majoring in broadcasting and anchoring, at the professional recording room in a performance way. To prove the effectiveness of the database, an evaluation group of 10 people, both professional and nonprofessional, was organized to conduct a subjective evaluation experiment on the randomly selected samples from the database. The experiment results show that this database is an effective and reliable Chinese speech emotion database of broadcasting.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131700490","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Survey on Original Video-based Watermarking","authors":"Zhongze Lv, Hu Guan, Ying Huang, Shuwu Zhang","doi":"10.1109/ICCST53801.2021.00098","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00098","url":null,"abstract":"With the quick development of communication technology, digital video has become an indispensable media content for people’s daily life and entertainment, and its copyright protection has also turned into a vital research topic. The digital video watermarking is expected to become a technology that can solve the problem of digital video network infringement. Based on various embedding positions, the digital video watermarking algorithm includes two major categories: the compressed video-based and original video-based watermarking algorithm. The latter has stronger versatility than the former, hence, in this paper, we mainly focus on the survey of the original video-based watermarking algorithm.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131769422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Research on virtual competitive form based on E-sports games","authors":"Xiao Gong, Qian Chen, Huan Chen, Guanchun Xu","doi":"10.1109/ICCST53801.2021.00023","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00023","url":null,"abstract":"E-sports is a new kind of virtual competition between people playing electronic games. In recent years, E-sports players and audiences have continued to grow, and the scale of E-sports competitions has evolved from simple single or double player confrontations to an official event in the Asian Games. The influence of E-sports is increasing daily on a global scale, and the huge economic value it brings is also favored by investors. E-sports has gradually formed a large-scale industrial chain and it is becoming an important sector in the field of science and technology that is also culturally oriented. This article aims to study the characteristics and elements of E-sports, and put forward some suggestions and conclusions for the E-sports industry based on in-depth analysis.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123026248","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Augmented Reality Design Method Based on ARKit for the Fusion of Hierarchical Traditional Media and Real Scenes","authors":"Guotong Di, Haokun Li, Jie Xu","doi":"10.1109/ICCST53801.2021.00025","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00025","url":null,"abstract":"Augmented reality (AR) has entered our lives, and it is likely to become the next generation of human-computer interaction technology. In order to bring a more immersive augmented reality experience, this paper introduces an augmented reality method that can integrate traditional media with real scenes based on ARKit. Through scene recognition, plane detection, 3D modeling and other technologies, traditional media is integrated into the real scenes to give users an immersive feeling. In addition, this paper designs a hierarchical augmented reality experience based on the processing capabilities of different devices and scene information, avoiding the impact of device differences and lack of scene information on the augmented reality experience.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128575279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Emotional Expression of Weibo Users in China during the COVID-19","authors":"Heyang Su","doi":"10.1109/ICCST53801.2021.00138","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00138","url":null,"abstract":"Emotion, as an essential element in communication, is becoming increasingly important and influential in the era of social media. The expression of social media users also has more and more emotional characteristics. Based on the framework of emotional expression, this study encodes the collected 49 microblogs published by China’s official media accounts and their comments during COVID-19, and discusses the relationship between account types, text forms, discussion intensity and emotional expression tendency. It is found that account types and discussion intensity have a correlation with the emotional expression of Weibo users, while the correlation between text forms and emotional expression is not obvious. This study analyzes the emotional expression of social media and reflects on how to correctly understand the phenomenon of emotional expression and avoid the occurrence of “post-truth” events.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115881054","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Evolutionary Game Propagation Model on Social Networks","authors":"Zeya Song, Chunling Dong, Peiyan Du","doi":"10.1109/ICCST53801.2021.00063","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00063","url":null,"abstract":"To investigate the propagation mechanism of public opinion in social networks, this paper investigates the influence of initial propagation nodes on propagating public opinion and whether individuals participate in the propagation strategy based on evolutionary game theory. Experimental simulations of SIR contagion model propagation and game strategy learning are done in small-world networks, scale-free networks, and Facebook friend networks using different node influence calculation methods to select initial propagation nodes.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115901661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Price Prediction Method Based on CatBoost","authors":"Tie Wang, Yutian Wang, Mingzhe Liu","doi":"10.1109/ICCST53801.2021.00090","DOIUrl":"https://doi.org/10.1109/ICCST53801.2021.00090","url":null,"abstract":"We have studied a price prediction method based on CatBoost, which can evaluate and predict the value of objects. In our approach, we applied many advanced and popular techniques of feature engineering. Also, we compared and analyzed different models, including linear models, tree-based models, and deep learning in the modelling part. Specifically, we have applied it to the housing price prediction, which has verified the effectiveness of our method. Our method can not only be used to predict housing prices, but also to evaluate or predict the value of other objects, such as cultural objects or artworks.","PeriodicalId":222463,"journal":{"name":"2021 International Conference on Culture-oriented Science & Technology (ICCST)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116875856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}