• Title/Summary/Keyword: Character Sizes

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Text Region Extraction Using Pattern Histogram of Character-Edge Map in Natural Images (문자-에지 맵의 패턴 히스토그램을 이용한 자연이미지에세 텍스트 영역 추출)

  • Park, Jong-Cheon;Hwang, Dong-Guk;Lee, Woo-Ram;Jun, Byoung-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.6
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    • pp.1167-1174
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    • 2006
  • Text region detection from a natural scene is useful in many applications such as vehicle license plate recognition. Therefore, in this paper, we propose a text region extraction method using pattern histogram of character-edge maps. We create 16 kinds of edge maps from the extracted edges and then, we create the 8 kinds of edge maps which compound 16 kinds of edge maps, and have a character feature. We extract a candidate of text regions using the 8 kinds of character-edge maps. The verification about candidate of text region used pattern histogram of character-edge maps and structural features of text region. Experimental results show that the proposed method extracts a text regions composed of complex background, various font sizes and font colors effectively.

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Study on Manufacturing Desulfurization Sorbent using Eggshell (달걀 껍질을 재활용한 탈황제의 제조에 관한 연구)

  • 이병호;이봉헌;박흥재;김우성
    • Journal of Environmental Science International
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    • v.7 no.5
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    • pp.693-696
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    • 1998
  • We tried to develope a desulfurization sorbent using eggshell for recycling, practicability, and economic development. The calcination character of the eggshell was examined by thermal gravimetric analysis and qualitative-quantitative character by X-ray diffractometer(XRD) and scanning electron microscope(SEM). The calcination was occurred easily in the case of eggshell and its form was changed from calcite($CaCO_3$) to lime(CaO). The grain and pore sizes of the calcined sample after base-treatment were larger and more crystallic. The adsorption ability of the eggshell was two- to six-times in the calcination temperature more than in the grain size. Therefore, the eggshell was thought to be usable as the desulfurization sorbent.

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Gen-Z memory pool system implementation and performance measurement

  • Kwon, Won-ok;Sok, Song-Woo;Park, Chan-ho;Oh, Myeong-Hoon;Hong, Seokbin
    • ETRI Journal
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    • v.44 no.3
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    • pp.450-461
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    • 2022
  • The Gen-Z protocol is a memory semantic protocol between the memory and CPU used in computer architectures with large memory pools. This study presents the implementation of the Gen-Z hardware system configured using Gen-Z specification 1.0 and reports its performance. A hardware prototype of a DDR4 Gen-Z memory pool with an optimized character, a block device driver, and a file system for the Gen-Z hardware was designed. The Gen-Z IP was targeted to the FPGA, and a 512 GB Gen-Z memory pool was configured on an ×86 server. In the experiments, the latency and throughput of the Gen-Z memory were measured and compared with those of the local memory, SATA SSD, and NVMe using character or block device interfaces. The Gen-Z hardware exhibited superior throughput and latency performance compared with SATA SSD and NVMe at block sizes under 4 kB. The MySQL and File IO benchmark of Gen-Z showed good write performance in all block sizes and threads. Besides, it showed low latency in RocksDB's fillseq dbbench using the ext4 direct access filesystem.

Reconstruction of Overlapping Character in Thai Printed Documents

  • Nucharee Pemchaiswa;Wichian Premchaiswadi;Voravit Premratanachai;Seinosuke Narita
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.31-34
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    • 2000
  • This paper proposes a reconstruction scheme for overlapping characters in Thai printed document. Overlapping characters are characters that overlap with surrounding characters. The problem of overlapping characters is still an unsolved problem In commercially available software of Thai character recognition systems. The algorithm of reconstruction scheme is based on structural analysis of overlapping Thai printed characters. It consists of 2 steps: overlapping point determination and reconstruction of segmented characters. The overlapping point is defined as the intersection point between characters and can be determined by using templates. Then, an overlapping character is separated into segments at the intersection point. The structure of each segment may be an incomplete character and is not identical to the original one. Therefore, the reconstruction process is employed to add the incomplete part of these segments. The proposed scheme has been implemented and tested with 70 patterns of conventionally found in overlapping printed Thai characters with different typefaces and type sizes. The experimental results show that the proposed scheme can segment and reconstruct overlapping characters correctly. The proposed scheme can improve the recognition rate of commercially available software, ThaiOCR1.5 and ArnThai1.0, more than 60 percents

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Automatic Generation of Character-Specific Roadmaps for Path Planning in Computer Games (컴퓨터 게임에서의 경로 계획을 위한 캐릭터별 로드맵의 자동 생성)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.11 no.5
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    • pp.692-702
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    • 2008
  • Path planning is gaining more weight in computer games and virtual reality as the number of self-moving characters increases. In the roadmap approach, the map of possible paths is built in advance to plan paths for a character, whose advantage is to provide high-quality paths. On the other hand, a disadvantage is that the road map doesn't reflect properties of characters such as their sizes because they move on the same map once the road map is constructed. In this paper we propose an efficient method to build a different road map for each character so that it can use its own map for path-planning. This method is efficient because the whole map is built once by applying the Visibility Graph regardless of the number of characters and walkable paths are incrementally inserted according to the sizes of characters. The effects of using separate roadmaps are demonstrated through simulations and the trade-offs accompanied with these effects are analyzed.

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Documentation of Printed Hangul Images of the Selected Area by Finger Movement (손가락 이동에 의해 선택된 영역의 인쇄체 한글 영상 문서화)

  • Beak, Seung-Bok
    • Journal of the Korean Institute of Intelligent Systems
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    • v.12 no.4
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    • pp.306-310
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    • 2002
  • In this paper, we realized a system that converts the Korean alphabet (Hangul) images, which are in any domain that is formed by the finger movement on the Hangul document, to the editable characters and then outputs them to the word editor. The domain of hand is separated from the sphere of document in the pre-process step of image. The centroid point of hand is drawn by the maximum circular movement method. After the system recognizes the hand with the circular pattern vector algorithm, finds out the position of finger by the distance spectrum and then draws out the sphere of selected character image by the finger movement to divide the characters into character units by applying the histogram between the Hangul characters. We standardized the characters of various sizes. We used the circular pattern vector algorithm that grafts on the fuzzy inference to divert the character images of the domain, which user wants, to the editable characters by comparing the characteristic vectors between the standard pattern character and the inputted character and by recognizing the character.

Improving Watching HDTV Environment by Analyzing Visual Perception of Character Graphics (문자그래픽 시각인지도 분석에 따른 HDTV시청환경 개선 연구)

  • Lee, Kook-Se;Moon, Nam-Mee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.583-589
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    • 2009
  • The new HDTV technologies provide crystal clear images and surrounding sounds for broadcasting screen in order to serve higher quality of broadcasting. They have four times the resolution of conventional TV and handle 16:9 wide screen aspect ratio images. Due to such technological shift, the function of Character Graphic has been particularly revaluated: it used to be only a subsidiary method to literally deliver visual images, but nowadays it is considered one of the essential elements capable of giving higher values to broadcasting programs. And there is an urgent need for changing its attributes such as fonts, sizes, colors, moving speeds to fit to bigger screen ratio and much more qualified images of HDTV. To meet such a need, Delphi surveys are made twice with three groups of TV production staffs: Art Directors, CG Designers and Production & Transmission team, these groups which are divided on the basis of their roles in broadcasting production process. With the results of these surveys, this article analyzes how all of the attributes of Character Graphic have affected the media users' Visual Perception, and then, suggests a new format designed in OSMU(One Source Multi Use) by which TV character graphics can be properly transmitted to various media formats.

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The perceptual span during reading Korean sentences (우리글 읽기에서 지각 폭 연구)

  • Choi, So-Young;Koh, Sung-Yrong
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.573-601
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    • 2009
  • The present study investigated the perceptual span during reading Korean, using the moving-window display change technique introduced by McConkie and Rayner(1975). Eight different window sizes were used in Experiment 1. They were 3, 5, 7, 9, 11, 13, 15 characters in size and the full line. Reading rate, number of fixation, saccadic distance, fixation duration were compared between each window-size condition and the full line condition. The reading rate was no higher in the full line condition than in the 15 character condition but was higher than in the other conditions. The number of fixations was no larger in the full line condition than in the 15 character condition, had a tendency to be larger than in the 13 characters condition, and was more than in the other conditions. The result pattern of the saccadic distance based on character was the same as that of the reading rate, and the saccadic distance based on the pixel was the same as that of the number of fixation. Similarly, for fixation duration, there was no differences between whole line condition and 15, 13, and 11 characters condition. The fixation duration had a tendency to be shorter in the 9 characters, and was shorter in the 7, 5, and 3 characters conditions than whole line condition. In Experiment 2, based on asymmetry of perceptual span, the 6 different window sizes(0, 1, 2, 3, 4 characters in size and the full line) were used. There was a difference only between the 0 condition and the other conditions in the reading rate, number of fixations, fixation duration. Considering the pattern of eye-movement measures above, the perceptual span of Korean readers extends about 6-7 characters to the right of fixation and 1 character to the left of fixation.

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A Novel Fuzzy Neural Network and Learning Algorithm for Invariant Handwritten Character Recognition (변형에 무관한 필기체 문자 인식을 위한 퍼지 신경망과 학습 알고리즘)

  • Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.28-37
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    • 1997
  • This paper presents a new neural network based on fuzzy set and its application to invariant character recognition. The fuzzy neural network consists of five layers. The results of simulation show that the network can recognize characters in the case of distortion, translation, rotation and different sizes of handwritten characters and even with noise(8${\sim}$30%)). Translation, distortion, different sizes and noise are achieved by layer L2 and rotation invariant by layer L5. The network can recognize 108 examples of training with 100% recognition rate when they are shifted in eight directions by 1 pixel and 2 pixels. Also, the network can recognize all the distorted characters with 100% recognition rate. The simulations show that the test patterns cover a ${\pm}20^{\circ}$ range of rotation correctly. The proposed network can also recall correctly all the learned characters with 100% recognition rate. The proposed network is simple and its learning and recall speeds are very fast. This network also works for the segmentation and recognition of handwritten characters.

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Comparisons: Sizes in Men's Slim-Fit Jackets according to Brand Zones and Number of Buttons, and Jacket Patternmaking Methods according to Jacket Styles (브랜드 존과 버튼수에 따른 남성복 슬림 핏 재킷의 사이즈와 재킷의 스타일에 따른 패턴설계방법 실태조사)

  • Kim, Myoung-Ok;Kim, In-Joo;Suh, Mi-A
    • The Research Journal of the Costume Culture
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    • v.20 no.2
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    • pp.184-194
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    • 2012
  • The purpose of this study is twofold: it suggests appropriate sizes in menswear slim-fit jackets according to brand zones and number of buttons, as well as jacket patternmaking methods according to jacket styles by surveying and comparing the overall present status of patternmaking and production for both men's slim-fit and classic-fit jackets. The researcher conducted interviews with patternmakers of sixteen brands with prepared questionnaires. Data were analyzed by descriptive statistics using SPSS 12.0. The results of this study are as follows: first, for the production ratios of jacket style, the jacket styles' respective proportions differ distinctly according to brand zone. Second, for a jacket with the same number of buttons according to brand zone, the size in character-casual brand zone (character casual can be defined as high quality brands producing designer style clothes) is slightly bigger than the men's formal suit. As the number of buttons increases, there are increases in the chest, waist and hip circumference; on the other hand, the front neck width and the distance from the shoulder neck point to the bottom of the lapel both decrease. Furthermore, the amount of wearing ease in the chest, waist, upper arm circumference, and sleeve curve is less in slim-fit jacket styles than in classic-fit jacket styles. Fusible interfacing alone is used in slim-fit jackets, while sew-in interfacing is used in combination with fusible interfacing in classic-fit jackets. This research concludes that when slim-fit men's jackets are manufactured, appropriate patternmaking and manufacturing methods should be considered.