• Title/Summary/Keyword: Character line

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A Study on the Preprocessing Method Using Construction of Watershed for Character Image segmentation

  • Nam Sang Yep;Choi Young Kyoo;Kwon Yun Jung;Lee Sung Chang
    • Proceedings of the IEEK Conference
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    • 2004.08c
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    • pp.814-818
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    • 2004
  • Off-line handwritten character recognition is in difficulty of incomplete preprocessing because it has not dynamic and timing information besides has various handwriting, extreme overlap of the consonant and vowel and many error image of stroke. Consequently off-line handwritten character recognition needs to study about preprocessing of various methods such as binarization and thinning. This paper considers running time of watershed algorithm and the quality of resulting image as preprocessing For off-line handwritten Korean character recognition. So it proposes application of effective watershed algorithm for segmentation of character region and background region in gray level character image and segmentation function for binarization image and segmentation function for binarization by extracted watershed image. Besides it proposes thinning methods which effectively extracts skeleton through conditional test mask considering running time and quality. of skeleton, estimates efficiency of existing methods and this paper's methods as running time and quality. Watershed image conversion uses prewitt operator for gradient image conversion, extracts local minima considering 8-neighborhood pixel. And methods by using difference of mean value is used in region merging step, Converted watershed image by means of this methods separates effectively character region and background region applying to segmentation function. Average execution time on the previous method was 2.16 second and on this paper method was 1.72 second. We prove that this paper's method removed noise effectively with overlap stroke as compared with the previous method.

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A study on the Character Correction of the Wrongly Recognized Sentence Marks, Japanese, English, and Chinese Character in the Off-line printed Character Recognition (오프라인 인쇄체 문장부호, 일본 문자, 영문자, 한자 인식에서의 오인식 문자 교 정에 관한 연구)

  • Lee, Byeong-Hui;Kim, Tae-Gyun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.1
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    • pp.184-194
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    • 1997
  • In the recent years number of commercial off-line character recognition systems have been appeared in the Korean market. This paper describes a "self -organizing" data structure for representing a large dictionary which can be searched in real time and uses a practical amount of memory, and presents a study on the character correction for off-line printed sentence marks, Japanese, English, and Chinese character recognition. Self-organizing algorithm can be recommenced as particularly appropriate when we have reasons to suspect that the accessing probabilities for individual words will change with time and theme. The wrongly recognized characters generated by OCR systems are collected and analyzed Error types of English characters are reclassified and 0.5% errors are corrected using an English character confusion table with a self-organizing dictionary containing 25,145 English words. And also error types of Chinese characters are classified and 6.1% errors are corrected using a Chinese character confusion table with a self-organizing dictionary carrying 34,593 Chinese words.ese words.

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Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.

A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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Consideration of Roman Character in KS × 1001 Code System for Information Interchange considered AMI/HDB-3 and HDLC FLAG (AMI/HDB-3 회선부호화 및 HDLC FLAG를 고려한 KS × 1001 정보 교환용 로마문자 부호체계고찰)

  • Hong, Wan-Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.7
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    • pp.1017-1023
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    • 2013
  • Datacommunications transmit the source codes that are coded in information devices, such as computer to the transmission line by means of the line coded signal. AMI method is applied to the line coding method to transmit the signal for long distance. The disadvantage of the AMI method is to loss the bit synchronization when consecutive binary bit '0' over 4ea is coming into line coder. The scrambling technique is used to overcome the problem. The HDB-3 scrambling method is used in Korea standard which standard in ITU-T. When the HDB-3 technology is used. the method should convert the consecutive bit '0' over 4ea to certain bits format. As a result, when there are many such kind of '0' bit stream in source codes, data transmission efficiency will be decreased to treat in line coder, etc. This paper is directed to study the Roman character code system in $KS{\times}1001$, Korea standard for information exchange code in datacommunication systems. Based on the study result, this paper proposed the maximum optimized Roman character code system. In the study, Character coding rule for $4{\times}4$bits and the statistical data for roman character using frequency were considered to simulate. The paper shows the result that when the proposed new roman character coding system is applied to use, the data transmission efficiency could be increased to about 134% compared to existing code system.

The Bi-level Image Mapping Using Density Information in Character Patterns (문자패턴에서의 밀도정보를 이용한 이진영상 매핑)

  • 김봉석;강선미;양정윤;양윤모;김덕진
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.8
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    • pp.8-15
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    • 1993
  • This paper describes a normalization of character which is contained in the character recognition process. Line and dot density is computed on input character image and then image mapping is executed into destination. Also recognition is processed using overlap-partitioning of character image and extraction of 4 directional feature primitives. The validity of proposed nonlinear normalization algorithm could be verified by increment of recognition rate.

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On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game (가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성)

  • 서정립;진경옥
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

A Study on Binarization of Handwritten Character Image (필기체 문자 영상의 이진화에 관한 연구)

  • 최영규;이상범
    • Journal of the Korea Computer Industry Society
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    • v.3 no.5
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    • pp.575-584
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    • 2002
  • On-line handwritten character recognition be achieved successful results since effectively neural networks divided the letter which is the time ordering of strokes and stroke position. But off-line handwritten character recognition is in difficulty of incomplete preprocessing because has not information of motion or time and has frequently overlap of the letter and many noise occurrence. consequently off-line handwritten character recognition needs study of various methods. This paper apply watershed algorithm to preprocessing for off-line handwritten hangul character recognition. This paper presents effective method in four steps in watershed algorithm as consider execution time of watershed algorithm and quality of result image. As apply watershed algorithm with effective structure to preprocessing, can get to the good result of image enhancement and binarization. In this experiment, this paper is estimate the previous method with this paper method for execution time and quality in image. Average execution time on the previous method is 2.16 second and Average execution time on this paper method is 1.72 second. While this paper method is remove noise effectively with overlap stroke, the previous method does not seem to be remove noise effectively with overlap stroke.

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Consideration of CJK Joint Hanja Unicode when is used in AMI/HDB-3 Line Coding (AMI/HDB-3 회선부호화와 한·중·일 한자 유니코드 체계 고찰)

  • Tai, Dong-Zhen;Hong, Wan Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.7
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    • pp.1011-1015
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    • 2013
  • This paper analyses the violation rate of CJK joint Chines character Unicode to the source code rule. In the paper, Chinese character 150ea in Chinese Unicode which have relatively a higher frequency in use of a character was chosen to study. The frequency rate in use of the 150ea characters is about 50% of the total frequency rate of the Chinese characters. The study was applied the AMI/HDB-3 line coding/scrambling and HDLC protocol, According to the analyses, the number of violated characters were 77ea of 150 ea, frequency rate in use 29%. Therefore, when the violated 77ea characters are replaced to the matched character codes to the source coding rule, the processing rate of the line coder can be improved about 37%.

Recognition of Passport MRZ Information Using Combined Neural Networks (결합 신경망을 이용한 여권 MRZ 정보 인식)

  • Kim, Jinho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.4
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    • pp.149-157
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    • 2019
  • In case of reading passport using a smart phone in contrast with a dedicated passport reading system, MRZ(Machine Readable Zone) character recognition can be hard when the character strokes were broken, touched or blurred according to the lighting condition, and the position and size of MRZ character lines were varied due to the camera distance and angle. In this paper, the effective recognition algorithm of the passport MRZ information using a combined neural network recognizer of CNN(Convolutional Neural Network) and ANN( Artificial Neural Network), is proposed under the various sized and skewed passport images. The MRZ line detection using connected component analysis algorithm and the skew correction using perspective transform algorithm are also designed in order to achieve effective character segmentation results. Each of the MRZ field recognition results is verified by using five check digits for deciding whether retrying the recognition process of passport MRZ information or not. After we implement the proposed recognition algorithm of passport MRZ information, the excellent recognition performance of the passport MRZ information was obtained in the experimental results for PC off-line mode and smart phone on-line mode.