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SESSION KEY BASED MANIPULATED ITERATION ENCRYPTION TECHNIQUE

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ABSTRACT
In this paper a session key based encryption system has been proposed and termed as Session Key Based Manipulated Iteration Encryption Technique (SKBMIET). A Key is created from the input. Generating different randomized Matrices forms the Key. The value of the generated is manipulated with the individual ASCII values of the plain text. After completion of this process all the different resultant ASCII values will be further converted into their corresponding binary values. Then a block of stream of bits (n) is taken as input, which is variable. The encryption process is operated on this binary block of different size, which is multiple of 64 bits. The block division process intends to generate the bigger blocks more than the smaller blocks; therefore, the total blocknumber remains within certain limit. The binary string of source is padded with zero (0) at the end till the stream-size meets the nearest multiple of 64bits. For the purpose of encryption rotate the block in right and left direction and make a group of two bits each and swapped with the group of last two bits. Make a group of four bits each and swapped with the group of last four bits. Further repeat the same process by taking 8, 16 and 32 bits in a group depending on the block size. Divide the newly arranged block into right and left parts of equal bits. Rotate left part one bit-left wise and Rotate-right part one bit-right wise. Rotate the total block in either direction to get the cipher text.

INTRODUCTION
In the age of science and technology every body is using Internet in their daily life. Internet has made our communication faster and easier. So at this point of time maintaining of secrecy and security of information has become necessity. Therefore many researchers are working in the field of encryption. Encryption process makes the document into cipher text, which will not be legible to others. Many algorithms are available, but each of them has merits and demerits. No single algorithm is sufficient for this application. As a result researchers are working in the field of cryptography to enhance the security further. In this paper a new technique has been proposed, where the source message is considered as a stream of binary bits where the minimum block size is 64 bits. The block division process intends to generate the bigger blocks more than the smaller blocks; therefore, the total block-number remains within certain limit. The binary string of source is padded with zero (0) at the end till the stream-size meets the nearest multiple of 64bits. The information about the number of padded bits is sent to the receiver. The technique has been implemented using C++ language.

CONCLUSION

The proposed technique presented in this paper is simple, easy to implement. The performance of the system increases with the varying block-size. Prior to the communication of the confidential message, the maximum and minimum block-size and the block division algorithm must be exchanged between the sender and receiver side. The algorithm produces a good competitive Chi-Square values and wide frequency distribution in its preliminary testing part while comparing with the RSA and T-DES system. Cascading of the technique with variable block sizes and session key may increase the security further.

FINGER TRACKING AND HAND GESTURE RECOGNITION


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ABSTRACT
Hand gestures are intuitive ways to interact with a variety of user interfaces. We developed a real-time finger tracking technique using the Microsoft Kinect as an input device and compared its results with an existing technique that uses the K-curvature algorithm. Our technique calculates feature vectors based on Fourier descriptors of equidistant points chosen on the silhouette of the detected hand and uses template matching to find the best match. Our preliminary results show that our technique performed as well as an existing k-curvature algorithm based finger detection technique.

INTRODUCTION
Developing natural and intuitive interaction techniques is an important goal in HCI. Typically, humans interact with computers using mouse and keyboard. Outside of computer interaction, we are used to interacting with the world using our hands, body, and voice. Interfaces based on interaction with hands are a natural and intuitive way to interact with computers. Such an interface could be used for robot and human collaboration, virtual reality, scientific visualization, geographic information systems (GIS), or games. With the widespread use of the Microsoft Kinect, increasingly more people are creating interfaces based on full body and voice recognition. Finger and hand gesture recognition with the Kinect is still an open problem due to its low resolution (640 480), especially considering how hands occupy a much smaller portion of the full body image. Traditional vision-based hand gesture recognition methods are far from satisfactory due to the limitations of the optical sensors used and dependency on lighting conditions and backgrounds. Data gloves can be used for precise accuracy, but require the user to wear a special glove; this may hinder the naturalness of the hand gesture. The Microsoft Kinect is a commodity hardware device that can be used for designing natural gesture based interfaces. In this paper, we describe a framework for a real-time markerless finger tracking technique using Microsoft Kinect as an input device and apply the technique for hand gesture recognition. We compare the results of our technique with another technique based on work of Trigo et al.

DISCUSSION AND CONCLUSION


Our technique performed similarly to the existing technique for counting the number of fingers held up by a user. Under both techniques, the accuracy was most affected by the limited resolution of the Kinect. Although the Kinect provides images with a resolution of 640 480, the hands are typically a small fraction of the image. The accuracy of the counting improved as the users hands moved closer to the Kinect, which provided a crisper image of the hands; beyond a distance of about 4-5 feet, neither technique could accurately determine the number of fingers held up. The existing technique worked best when the users hands were parallel to the camera plane and when the fingers were sufficiently spread apart, providing a more optimal contour. Because our technique uses training data, it was less affected by sub-optimal contours. However. it was less able to recognize poses that didnt match the training data, such as poses where the hand was rotated by 90 . This could be improved by increasing the training data to include l

VHDL Code-

--------------------------------------------------------------------------------- Title : decoder3_8 -- Design : vhdl_test -- Author : Naresh Singh Dobal -- Company : nsd ---------------------------------------------------------------------------------- File : 3 : 8 Decoder using when else.vhd

library IEEE; use IEEE.STD_LOGIC_1164.all; entity decoder3_8 is port( din : in STD_LOGIC_VECTOR(2 downto 0); dout : out STD_LOGIC_VECTOR(7 downto 0) ); end decoder3_8;

architecture decoder3_8_arc of decoder3_8 is begin

dout <= ("10000000") when (din="000") else ("01000000") when (din="001") else ("00100000") when (din="010") else ("00010000") when (din="011") else ("00001000") when (din="100") else ("00000100") when (din="101") else ("00000010") when (din="110") else ("00000001") ; end decoder3_8_arc;

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