• Title/Summary/Keyword: Character Generator

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Parallel Implementation of Distributed Sample Scrambler (분산표본혼화기의 병렬구현)

  • 정헌주;김재형정성현박승철
    • Proceedings of the IEEK Conference
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    • 1998.06a
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    • pp.62-65
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    • 1998
  • This paper presents a method and implementation of the parallel distributed sample scrambler(DSS) in the cell-based ATM transmission environment. In the serial processing, it requires very high speed clock because the processing clock of the serial DSS is equal with the data transmission speed. In this paper, we develop a conversion method of the serial SRG(shift register generator) to 8bit parallel realization. In this case, it has a sample data processing problem which is a character of DSS. So, a theory of correction time movement is presented to solve this problem. We has developed a ASIC using this algorithm and verified the recommendation of ITU-T, I.432.

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A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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A Study on Vehicle License Plate Recognition System through Fake License Plate Generator in YOLOv5 (YOLOv5에서 가상 번호판 생성을 통한 차량 번호판 인식 시스템에 관한 연구)

  • Ha, Sang-Hyun;Jeong, Seok Chan;Jeon, Young-Joon;Jang, Mun-Seok
    • Journal of the Korean Society of Industry Convergence
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    • v.24 no.6_2
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    • pp.699-706
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    • 2021
  • Existing license plate recognition system is used as an optical character recognition method, but a method of using deep learning has been proposed in recent studies because it has problems with image quality and Korean misrecognition. This requires a lot of data collection, but the collection of license plates is not easy to collect due to the problem of the Personal Information Protection Act, and labeling work to designate the location of individual license plates is required, but it also requires a lot of time. Therefore, in this paper, to solve this problem, five types of license plates were created using a virtual Korean license plate generation program according to the notice of the Ministry of Land, Infrastructure and Transport. And the generated license plate is synthesized in the license plate part of collectable vehicle images to construct 10,147 learning data to be used in deep learning. The learning data classifies license plates, Korean, and numbers into individual classes and learn using YOLOv5. Since the proposed method recognizes letters and numbers individually, if the font does not change, it can be recognized even if the license plate standard changes or the number of characters increases. As a result of the experiment, an accuracy of 96.82% was obtained, and it can be applied not only to the learned license plate but also to new types of license plates such as new license plates and eco-friendly license plates.

A Study on the Influence of Cybernetics in Architecture of Cedric Price -Focused on 'Fun Palace' Project- (세드릭 프라이스의 건축에 나타나는 사이버네틱스의 영향 -'펀 팰리스' 프로젝트를 중심으로-)

  • Kim, Jung Soo
    • Journal of architectural history
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    • v.26 no.5
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    • pp.7-18
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    • 2017
  • The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be an improvisational learning space, so Price proposed the building as 'kit of parts' which can respond to programmatic indeterminacy. Cybernetics was introduced to control this flexibility dramatically changed the character of the project from 'theatre of people' to 'interactive machine'. That resulted in the change of the status of user from subjective human beings to abstract data in the cybernetic algorithm as well, and led the project to a completely opposite direction from that Price intended. After Fun Palace, cybernetics technology could still be found in his other projects, and it can be assumed that this was because the algorithmic system of cybernetics were on the same line of thought of Price's idea - anti-building or 'kit of parts'. The effects of cybernetics varied in projects; Similar negative effect in Fun Palace can be found in Generator project, but on the other hand, in Potteries Thinkbelt project, cybernetics showed a positive aspect by contribution to the development of project on the formal analogy of algorithmic network.

An Unbalanced A.C. Bridge with High Voltage Source for the Conductometric Determination of Sulfur in Iron Ores (일정전류 비평행교류브릿지에 의한 전도도측정과 황의 정량)

  • Czae, Myung-Zoon;Choe, Gyu-Won
    • Journal of the Korean Chemical Society
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    • v.14 no.4
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    • pp.327-332
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    • 1970
  • A simple and convenient device for deflection-type direct reading the variations in electrolytic conductance is described and applied to the analysis of sulfur by combustion-$H_2O_2$ oxidation method. The apparatus consisted of a high resistance-ratio bridge in which the other adjacent arms are the differential cells. By adopting unusually high a-c voltage source for the bridge excitation, the a-c method for unbalanced bridge is established, decreased sensitivity owing to reduced bridge factor, 0.01, is overcome and also the absolute sensitivity and linearity are greatly improved. Over 50% variations in impedance of the balanced cell, within 1% deviation from the linearity can be attained with a volt (rms)order of output which was detected directly with VTVM without further amplification. Analysis of the bridge shows that these useful features are natural result of the constant current character of the high source impedance generator and the performance of the device agreed with the theoretical predictions. A standard procedure for the rapid analysis of sulfur using the bridge is also given, the analytical accuracy was approximately 1%. A determination takes not more than 5 minutes.

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Development of a virtual studio system for live broadcasting of election results: VdreamSet

  • Ko, Hee-Dong;Kim, Hyun-Suk;Kim, Lae-Hyun;Ahn, Jae-Hong;Park, Kyung-Dong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.213.1-218
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    • 1999
  • A virtual studio is a new video production environment using interactive computer graphics and imaging media technology. The traditional chroma-keying with two-dimensional background is replaced by an advanced keying method with a dynamic computer-generated, three-dimensional background. We have developed a virtual studio system that is practical to use in the real production environment. It has not only essential features that are common among various commercial virtual studio systems, but also unique feature that help the producer to construct virtual studio sets and scenarios efficiently such as span graph, robust backup controller, and 3 dimensional character generator supporting all languages. Our virtual studio system was used in live broadcasting and proved that the system was practical enough. In this paper, we will introduce the structure and the major features of our system, called VdreamSet, and application examples to broadcasting.

Development of a Real-time Sensor-based Virtual Imaging System (센서기반 실시간 가상이미징 시스템의 구현)

  • 남승진;오주현;박성춘
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.63-71
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    • 2003
  • In sport programs, real-time virtual imaging system come into notice for new technology which can compose information like team logos, scores. distances directly on playing ground, so it can compensate for the defects of general character generator. In order to synchronize graphics to camera movements, generally two method is used. One is for using sensors attached to camera moving axis and the other is for analyzing camera video itself. KBS technical research institute developed real-time sensor-based virtual imaging system 'VIVA', which uses four sensors on pan, tilt, zoom, focus axis and controls virtual graphic camera in three dimensional coordinates in real-time. In this paper, we introduce our system 'VIVA' and it's technology. For accurate camera tracking we calculated view-point movement occurred by zooming based on optical principal point variation data and we considered field of view variation not only by zoom but also by focus. We developed our system based on three dimensional graphic environment. so many useful three dimensional graphic techniques such as keyframe animation can be used. VIVA was successfully used both in Busan Asian Games and 2002 presidential election. We confirmed that it can be used not only in the field but also in the studio programs in which camera is used within more close range.

Evaluation of Approximate Exposure to Low-dose Ionizing Radiation from Medical Images using a Computed Radiography (CR) System (전산화 방사선촬영(CR) 시스템을 이용한 근사적 의료 피폭 선량 평가)

  • Yu, Minsun;Lee, Jaeseung;Im, Inchul
    • Journal of the Korean Society of Radiology
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    • v.6 no.6
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    • pp.455-464
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    • 2012
  • This study suggested evaluation of approximately exposure to low-dose ionization radiation from medical images using a computed radiography (CR) system in standard X-ray examination and experimental model can compare diagnostic reference level (DRL) will suggest on optimization condition of guard about medical radiation of low dose space. Entrance surface dose (ESD) cross-measuring by standard dosimeter and optically stimulated luminescence dosimeters (OSLDs) in experiment condition about tube voltage and current of X-ray generator. Also, Hounsfield unit (HU) scale measured about each experiment condition in CR system and after character relationship table and graph tabulate about ESD and HU scale, approximately radiation dose about head, neck, thoracic, abdomen, and pelvis draw a measurement. In result measuring head, neck, thoracic, abdomen, and pelvis, average of ESD is 2.10, 2.01, 1.13, 2.97, and 1.95 mGy, respectively. HU scale is $3,276{\pm}3.72$, $3,217{\pm}2.93$, $2,768{\pm}3.13$, $3,782{\pm}5.19$, and $2,318{\pm}4.64$, respectively, in CR image. At this moment, using characteristic relationship table and graph, ESD measured approximately 2.16, 2.06, 1.19, 3.05, and 2.07 mGy, respectively. Average error of measuring value and ESD measured approximately smaller than 3%, this have credibility cover all the bases radiology area of measurement 5%. In its final analysis, this study suggest new experimental model approximately can assess radiation dose of patient in standard X-ray examination and can apply to CR examination, digital radiography and even film-cassette system.