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[Author] Rikima MITSUHASHI(2hit)

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  • Ensemble Malware Classifier Considering PE Section Information

    Ren TAKEUCHI  Rikima MITSUHASHI  Masakatsu NISHIGAKI  Tetsushi OHKI  

     
    PAPER

      Pubricized:
    2023/09/19
      Vol:
    E107-A No:3
      Page(s):
    306-318

    The war between cyber attackers and security analysts is gradually intensifying. Owing to the ease of obtaining and creating support tools, recent malware continues to diversify into variants and new species. This increases the burden on security analysts and hinders quick analysis. Identifying malware families is crucial for efficiently analyzing diversified malware; thus, numerous low-cost, general-purpose, deep-learning-based classification techniques have been proposed in recent years. Among these methods, malware images that represent binary features as images are often used. However, no models or architectures specific to malware classification have been proposed in previous studies. Herein, we conduct a detailed analysis of the behavior and structure of malware and focus on PE sections that capture the unique characteristics of malware. First, we validate the features of each PE section that can distinguish malware families. Then, we identify PE sections that contain adequate features to classify families. Further, we propose an ensemble learning-based classification method that combines features of highly discriminative PE sections to improve classification accuracy. The validation of two datasets confirms that the proposed method improves accuracy over the baseline, thereby emphasizing its importance.

  • A Method for Watermarking to Bezier Polynomial Surface Models

    Hiroshi NAGAHASHI  Rikima MITSUHASHI  Ken'ichi MOROOKA  

     
    PAPER-Computer Graphics

      Vol:
    E87-D No:1
      Page(s):
    224-232

    This paper presents a new method for embedding digital watermarks into Bezier polynomial patches. An object surface is supposed to be represented by multiple piecewise Bezier polynomial patches. A Bezier patch passes through its four-corner control points, which are called data points, and does not pass through the other control points. To embed a watermark, a Bezier patch is divided into two patches. Since each subdivided patch shares two data points of the original patch, the subdivision apparently generates two additional data points on the boundaries of the original patch. We can generate the new data points in any position on the boundaries by changing the subdivision parameters. The additional data points can not be removed without knowing some parameters for subdividing and deforming the patch, hence the patch subdivision enables us to embed a watermark into the surface.