• Title/Summary/Keyword: Character Sample Generation

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Automatic Generation of Training Character Samples for OCR Systems

  • Le, Ha;Kim, Soo-Hyung;Na, In-Seop;Do, Yen;Park, Sang-Cheol;Jeong, Sun-Hwa
    • International Journal of Contents
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    • v.8 no.3
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    • pp.83-93
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    • 2012
  • In this paper, we propose a novel method that automatically generates real character images to familiarize existing OCR systems with new fonts. At first, we generate synthetic character images using a simple degradation model. The synthetic data is used to train an OCR engine, and the trained OCR is used to recognize and label real character images that are segmented from ideal document images. Since the OCR engine is unable to recognize accurately all real character images, a substring matching method is employed to fix wrongly labeled characters by comparing two strings; one is the string grouped by recognized characters in an ideal document image, and the other is the ordered string of characters which we are considering to train and recognize. Based on our method, we build a system that automatically generates 2350 most common Korean and 117 alphanumeric characters from new fonts. The ideal document images used in the system are postal envelope images with characters printed in ascending order of their codes. The proposed system achieved a labeling accuracy of 99%. Therefore, we believe that our system is effective in facilitating the generation of numerous character samples to enhance the recognition rate of existing OCR systems for fonts that have never been trained.

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.7
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

Correlations between Users' Characteristics and Preferred Features of Web-Based OPAC Evaluation

  • Kim, Hee-Sop;Chung, Hyun-Soo;Hong, Gi-Chai;Moon, Byung-Ju;Park, Chee-Hang
    • ETRI Journal
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    • v.21 no.4
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    • pp.83-93
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    • 1999
  • This paper examines the correlations between user characteristics and their perferences for two selected features of Web-based OPAC systems. User characteristics identified in this study were age, gender, educational status, computer skills and OPAC experience. Usability features included interaction styles, character and image on screen, browsing and navigating style, screen layout, and ease of learning, whereas availability features attended to availability of information, quality of information and up-to-date information. Individual variables and features are described, and the correlation between the variables and the features are explored using Pearson's correlation coefficient(r). Although based on a small-scale sample survey, a considerably large number of statistically significant correlations were found between the users' characteristics and the selected evaluation features of interactive Web-based OPACs. From these observations, it seems to be suitable to recommend that system designers should make a more considered appraisal of the users' demographic characteristics in the design of the new generation of OPAC such as in user-tailored interactive Web-based OPAC systems.

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Immersion Experience of the Cyber World of Adolescents (청소년의 사이버세계 몰입경험)

  • 박남희;조영란;최원희;문남진;안혜경;신재신
    • Journal of Korean Academy of Nursing
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    • v.34 no.1
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    • pp.15-24
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    • 2004
  • Purpose: The purpose of this research was to explore the cyber world immersion experience of adolescents. Method: Multiple strategies for data collecting were used: an in depth face-to-face interview; analysis of adolescent' writings; and analysis of examples of phenomenon in the realistic world. The sample group consisted of 10 adolescents. Results: Although the experience was different for all adolescent interviewed, the essential themes of experience emerged: "fill up", "homoeologous feeling", "the older generation has a conflicting negative opinion", "change in social character", "become habitually skeptic", "have bad health", "mean of superiority and getting everything solved", "ease of access", "monetary benefit", "addiction to the computer", "forget real life solved stress", "do harm to society", "take comfort", or "new job". Conclusion: Accordingly this paper suggests that contact with various software is necessary in adolescents, and good quality contents function to prepare and activate adolescents to apply the internet for good use.

A Simple Method for Testing Freezing Resistance Based on Chlorophyll Fluorescence in Tea (Camellia sinensis L.)

  • Chun, Jong-Un;Jeong, In-Ho;Choi, Hyoung-Kog
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.45 no.5
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    • pp.322-327
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    • 2000
  • For the stable production of high quality tea, the freezing resistance is a very important character. Most of the farmers have planted out-pollinated seeds that are not genetically pure. So, with small sample, a quick and simple method is required to test freezing resistance of lots of germ-plasm and early generation of hybrids. The absorbances(A530 nm) of TTC reduction solution at -5$^{\circ}C$ were positively correlated with resistance to photoinhibition of PSII in 6 hour photoinhibitory treatments, being significantly fitted by simple linear regression ($R^2$=${0.64}^{**}$). Chlorophyll fluorescence measured by Fv/Fm was found to be very useful in evaluating the relative levels of freezing resistance in tea.

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Effects of the Perceived Value of IP-based Game Character Skins and Purchase Intention on Game Loyalty: Focusing on the MOBA Game Pokemon Unite (IP 기반 게임 캐릭터 스킨의 지각된 가치와 구매의도가 게임 충성도에 미치는 영향 - MOBA 게임 포켓몬 유나이트를 중심으로)

  • Zhang, Yin;Jang, Yu Jin;Limb, Seong-Joon
    • Journal of Service Research and Studies
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    • v.14 no.3
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    • pp.131-152
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    • 2024
  • Recent trends in the gaming industry have highlighted a significant rise in games based on intellectual properties (IP), such as animations and webtoons. This study addresses a critical aspect of revenue generation for game companies: item sales. Specifically, it explores how the perceived value of character skins in IP-based games influences purchase intentions and, subsequently, how these intentions affect game loyalty. Utilizing 'Pokemon Unite'-a game that integrates the prominent IP Pokemon with the dynamic MOBA genre-this research investigates these relationships within a sample of Chinese users. The perceived value of character skins was delineated into six categories: aesthetic value, hedonic value, social value, personal value, economic value, and IP value. Findings indicate that, of these six value dimensions, five-hedonic, social, personal, economic, and IP values-significantly impact purchase intentions, with aesthetic value showing no significant effect. Furthermore, the study demonstrates that purchase intentions have a positive effect on game loyalty, with character loyalty partially mediating this relationship. These results underscore that players of IP-based games weigh a multifaceted array of values when deciding on character skin purchases and highlight the critical role these skins play in not only generating item sales but also enhancing game loyalty.

A Study on Narrative in Louise Bourgeois' "You Better Grow Up" (루이즈 부르주아의 작품 의 내러티브 분석)

  • Oh, Sang-Il
    • Journal of Science of Art and Design
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    • v.9
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    • pp.49-87
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    • 2006
  • Narrative has broad domains. So it is related to the everything man faces in his daily life and also performed in various modes. Narrative is revealed through all media including a character, which is also applied to plastic art. And narrative objects formed beyond the differences in media aid forms of expression are commonly based on a language. The study on such objects which created a new conceit of narratology can be said to be a spiritual trend by which to understand the world and man from the viewpoint of a 'story'. Plastic art took high interest in narrative in the same period as the rise of postmodernist art in the latter half of the 20th century, which was also applied to sculpture. The researcher, therefore, investigated through the history of sculpture in the 20th century the process in which narrative was denied under the value system of modernism and reappeared with the quickening of postmodernism. And as a result this period could be briefly characterized by 'return to figure' and 'reappearance of narrative'. The is, such flow means that late sculpture converted its center of interest from simple geometric abstract forms to irregular, figurative images. The researcher chose as the subject of his study the work of Louise Bourgeois, who was judged to have performed narrative positively and successfully among a great number of performed narrative positively and successfully among a great number of postmodernist sculptors who adopted it as their own strategy of expression. As the central artist of postmodrnist sculpture, She expressed human desire and condition as sexuality through the introspection of her own personal experience in contrast to the character of pop art sensitive to external world. The researcher borrowed narrative semiotics as a method of analyzing more elaborately the problem about the generation of narrative shown in her works. For it, he selected as the sample work for analysis Bourgeois's , which were judged to contain narrative most abundantly and as the metaphor of a gaze and recollection presented a new woman self that sublimed love, hatred, and loneliness. The narrative in her works are characterized by introspection questioning one's own trauma. It has independent domain and characteristics and clearly reveals narrative and content-centered characteristics, which are commonly discovered in postmodernist sculpture. The researcher could more concretely and definitely understand the characteristics of narrative through figurative images by analyzing the sample work. The researcher wanted to call your attention to the fact that the sculpture in the late 20th century contained narrative commonly and uniformly despite being characterized by various expressions and modes. And the focused on highlighting the fact that the narrative was more effectively revealed through figurative images of human body and simultaneously analyzing the formalizing process and structure for narrative. Besides he wanted to argue that the position of narrative defining the characteristics of sculpture should be valued more justly. Also, such acceptance of narrative, which is discovered in the sculpture, will have to be understood as the characteristics of the period reflecting the cultural aspect of the present time.

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