• 제목/요약/키워드: Character line

검색결과 458건 처리시간 0.031초

A Study on an On-Line Handwritten Hangeul Character Recognition Using Fuzzy Inference (Fuzzy 推論을 이용한 온라인 筆記體 한글문자 認識에 관한 연구)

  • Choi, Yong-Yub;Choi, Kap-Seok
    • Journal of the Korean Institute of Telematics and Electronics
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    • 제27권11호
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    • pp.103-110
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    • 1990
  • This paper studies on an on-line recognition of handwritten Hangeul characters using the fuzzy inference. To solve the ambiguity due to the variations of writing style by writes, these handwri-tten characters are recognized by means of the fuzzy inference on the production rule which is generated with every relative position information between strokes. In order to reduce the processing time, a subgroup which is previously classified with the number of strokes of reference characters is selected according to the number of strokes of input character, and the tolerance limit of distances between input character and reference characters of a subgroup is introduced to reduce the reference characters which is applied to the fuzzy inference. Experimental results for handwritten Hanguel charters 3990 by 10 writers show the recognition rate of $99.5{\%}$and the average processing time of 0.4sec/character.

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An Intelligent NPC Framework for Context Awareness (상황인지를 위한 지능형 NPC 프레임워크)

  • Lee, Bong-Keun;Chung, Jae-Du;Ryu, Keun-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제10권9호
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    • pp.2361-2368
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    • 2009
  • Recently AI(Artificial Intelligence) is one of the issues in the on-line game, a research that a game character seems to be realistic and is progressing using AI technique. Especially NPC is an important part of the AI researches of on-line game, and it is concerned by a game player and an architect. We proposed an intelligent agent framework to implement the NPC technique after studying the NPC technique using context awareness that reacts to the PC(Player Character) actively. Also, it can be developed gradually, and apply to various application because it has the capability to of adding an agent or deleting an agent easily.

Multi-Style License Plate Recognition System using K-Nearest Neighbors

  • Park, Soungsill;Yoon, Hyoseok;Park, Seho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권5호
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    • pp.2509-2528
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    • 2019
  • There are various styles of license plates for different countries and use cases that require style-specific methods. In this paper, we propose and illustrate a multi-style license plate recognition system. The proposed system performs a series of processes for license plate candidates detection, structure classification, character segmentation and character recognition, respectively. Specifically, we introduce a license plate structure classification process to identify its style that precedes character segmentation and recognition processes. We use a K-Nearest Neighbors algorithm with pre-training steps to recognize numbers and characters on multi-style license plates. To show feasibility of our multi-style license plate recognition system, we evaluate our system for multi-style license plates covering single line, double line, different backgrounds and character colors on Korean and the U.S. license plates. For the evaluation of Korean license plate recognition, we used a 50 minutes long input video that contains 138 vehicles of 6 different license plate styles, where each frame of the video is processed through a series of license plate recognition processes. From two experiments results, we show that various LP styles can be recognized under 50 ms processing time and with over 99% accuracy, and can be extended through additional learning and training steps.

3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • 제8권7호
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.

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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    • 제20권4호
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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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On-Line Korean Character Recognition by the Stroke Information of Korean Phoneme in Multimedia Terminal (한글 자소의 획 정보에 의한 멀티미디어 단말기에서의 온라인 한글 문자 인식)

  • Oh Juntaek;Jung Momoon;Lee Woobeom;Kim Wookhyun
    • Journal of the Institute of Convergence Signal Processing
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    • 제1권1호
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    • pp.64-73
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    • 2000
  • The Korean character recognition technology for user interface in multimedia terminal requires fast processing time and high recognition rate. In this paper, we propose an phoneme and character recognition technology which uses characteristic information of korean and features of input strokes, i.e, feature point, feature vector, virtual vector, position relation between strokes. And, a recognition both phoneme and character by the various writing types of users uses korean database. The Korean database has been constructed by the characteristic information of korean and phoneme models which have various stroke information. Also, we use successive processing by the position relation between strokes and backtracking processing by the modification processing of stroke numbers which composed of each phoneme. This method reduces the complex processing of phoneme separation. The proposed on-line korean character recognition system has obtained 13msec average character processing time and correct recognition rate more than $95{\%}$ In a recognition experiment, where we tested 600 characters written by 10 people among 1,200 words.

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Algebraic Structure for the Recognition of Korean Characters (한글 문자의 인식을 위한 대수적 구조)

  • Lee, Joo-K.;Choo, Hoon
    • Journal of the Korean Institute of Telematics and Electronics
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    • 제12권2호
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    • pp.11-17
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    • 1975
  • The paper examined the character structure as a basic study for the recognition of Korean characters. In view of concave structure, line structure and node relationship of character graph, the algebraic structure of the basic Korean characters is are analized. Also, the degree of complexities in their character structure is discussed and classififed. Futhermore, by describing the fact that some equivalence relations are existed between the 10 vowels of rotational transformation group by Affine transformation of one element into another, it could be pointed out that the geometrical properting in addition to the topological properties are very important for the recognition of Korean characters.

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A study on Code System of Latin Character to Improve Transmission Efficiency in Data Communications (데이터통신 전송효율과 라틴어 부호 체계 고찰)

  • Hong, Wan-Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • 제7권4호
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    • pp.761-776
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    • 2012
  • This paper proposes the revised Roman character code system using Unicode 3.0. The background of the paper is whether the Latin character code system th using in the world in Unicode V.3 is proper or not in the side of the transmission efficiency in data communications. In data communications, when the consecutive 4 bits or 8 bits of "0" bit from the information devices input into the line coder, its consecutive "0" bits are scrambled to the predetermined bit patterns to avoid the syncronization loss. The paper was based on the statistical data for the using frequency of the alphabet letter and the proposed rule for characters coding in [1]. The paper was focused to improve of Unicode itself and UTF-8 code system. As a result of the paper, when the proposed coding systems for Latin character in Unicode 3.0 itself and UTF-8 code system, the scrambler efficiency using HDB-3 in the line coder of the data transmission system could be improved about 3645 ~ 31400% and 480 ~ 1700% respectively.

An Efficient Character Image Enhancement and Region Segmentation Using Watershed Transformation (Watershed 변환을 이용한 효율적인 문자 영상 향상 및 영역 분할)

  • Choi, Young-Kyoo;Rhee, Sang-Burm
    • The KIPS Transactions:PartB
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    • 제9B권4호
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    • pp.481-490
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    • 2002
  • Off-line handwritten character recognition is in difficulty of incomplete preprocessing because it has not dynamic information 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 by extracted watershed image. Besides it proposes thinning methods that effectively extracts skeleton through conditional test mask considering routing time and quality of skeleton, estimates efficiency of existing methods and this paper's methods as running time and quality. 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.

A Study on Game Character Classification Based on Texture and Edge Orientation Feature (질감 및 에지 방향 특징에 기반한 게임 캐릭터 분류에 관한 연구)

  • Park, Chang-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제16권6호
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    • pp.1318-1324
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    • 2012
  • This paper proposes a novel method for Game character classification based on texture and edge orientation feature. The character dose not move(NPC) and move the character is classified. Classification of property within the character of straight line segments are used to extract features. First, the character inside edge feature extraction and then calculates EEDH, SSPD. The extracted attribute represents the energy of a particular direction. Thus, these properties were used to classify of NPC and Monster. The proposed method, the user can reduce the unnecessary time in the game.