• Title/Summary/Keyword: Character making

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The optical character analysis of the direct typed BLU for LCD TV

  • Yoon, D.K.;Park, D.S.;Han, J.M.;Oh, Y.S.;Bae, K.W.;Kim, Y.H.;Lim, Y.J.
    • 한국정보디스플레이학회:학술대회논문집
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    • 2004.08a
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    • pp.1058-1061
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    • 2004
  • Recently, According to companies of TFT LCD are making large sized products more and more. In the vortex of Products with a monitor and LCD TV is applied in a technique of a high viewing angle(FFS, IPS, VA). Also, as a high luminance, high speed response time, high degree of a color purity, and so on are continuing to develop a high performance, it is necessary to improve a specific character of high luminance that apply to LCD TV as a LCD BLU. Because a LCD panel for TV usually has a lower resolution that compare to a monitor, the structure of present backlight system can't put out its power even though it has a merit in transmission. Therefore, the examination of improvement about the high luminance direct typed BLU for LCD TV that presupposes several uses of CCFL(Cold Cathode Fluorescent Lamp) or EEFL(External Electrode Fluorescent Lamp)is actively being progressed. Although it is necessary to increase the number of lamps for applying high performance by the direct type, in this case, because we can design the character of luminance for adoption of high performance. We can satisfy with a level of luminance for LCD TV. Accordingly, we analyzed a change of the number of CCFL, mechanical and optical character to produce the direct typed backlight in 32inches spec. Consequently, we achieved luminance of 6597nit,which was including polarization film, and secured the standard for LCD TV.

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Research on a handwritten character recognition algorithm based on an extended nonlinear kernel residual network

  • Rao, Zheheng;Zeng, Chunyan;Wu, Minghu;Wang, Zhifeng;Zhao, Nan;Liu, Min;Wan, Xiangkui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.413-435
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    • 2018
  • Although the accuracy of handwritten character recognition based on deep networks has been shown to be superior to that of the traditional method, the use of an overly deep network significantly increases time consumption during parameter training. For this reason, this paper took the training time and recognition accuracy into consideration and proposed a novel handwritten character recognition algorithm with newly designed network structure, which is based on an extended nonlinear kernel residual network. This network is a non-extremely deep network, and its main design is as follows:(1) Design of an unsupervised apriori algorithm for intra-class clustering, making the subsequent network training more pertinent; (2) presentation of an intermediate convolution model with a pre-processed width level of 2;(3) presentation of a composite residual structure that designs a multi-level quick link; and (4) addition of a Dropout layer after the parameter optimization. The algorithm shows superior results on MNIST and SVHN dataset, which are two character benchmark recognition datasets, and achieves better recognition accuracy and higher recognition efficiency than other deep structures with the same number of layers.

A Neural Network-based Artificial Intelligence Algorithm with Movement for the Game NPC (게임 NPC를 위한 신경망 기반의 이동 안공지능 알고리즘)

  • Joe, In-Whee;Choi, Moon-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12A
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    • pp.1181-1187
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    • 2010
  • This paper proposes a mobile AI (Artificial Intelligence) conducting decision-making in the game through education for intelligent character on the basis of Neural Network. Neural Network is learned through the input/output value of the algorithm which defines the game rule and the problem solving method. The learned character is able to perceive the circumstances and make proper action. In this paper, the mobile AI using Neural Network has been step-by-step designed, and a simple game has been materialized for its functional experiment. In this game, the goal, the character, and obstacles exist on regular 2D space, and the character, evading obstacles, has to move where the goal is. The mobile AI can achieve its goals in changing environment by learning the solution to several problems through the algorithm defined in each experiment. The defined algorithm and Neural Network are designed to make the input/output system the same. As the experimental results, the suggested mobile AI showed that it could perceive the circumstances to conduct action and to complete its mission. If mobile AI learns the defined algorithm even in the game of complex structure, its Neural Network will be able to show proper results even in the changing environment.

Development of character culture products that are fused with local culture resources (지역 문화자원과 융합한 캐릭터 문화상품 개발)

  • Park, Seon-Gyeong;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.8-13
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    • 2019
  • In this paper, based on the production technology and infrastructure of local cultural contents, it is determined that reconstruction and commercialization of local culture resources are necessary due to absence of character brand products centered on storytelling. It is expected to contribute to the expansion of the supply of advanced ceramic products along with the foundation of various contents production as it becomes the foundation to establish the developed business base through the differentiation strategy of the character product development based on the storytelling. In addition, due to the manual production, only a small amount of production can be produced and the production period is lengthened. On the other hand, the production period of gypsum mold is shortened by making mock-up through 3D program and 3D printing, It was effective in developing a wide variety of pottery products.

Debiasing the biases induced by defendant's character evidence (피고인의 성격증거로 유도된 편향 감소 방안)

  • Ko, Minjo;Park, Jooyong
    • Korean Journal of Forensic Psychology
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    • v.11 no.1
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    • pp.63-87
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    • 2020
  • Judgment and decision-making studies have shown that people are easily influenced and biased by information irrelevant to the object of judgment. There is a great deal of research that indicates that bias exists in the legal judgment scene. One of them is a bias induced by defendants' character evidence. This study examined whether cognitive activities such as discussion, counterfactual thinking, and peer assessment could reduce the bias induced by the character evidece. In Experiment 1, 121 college students were asked to give the percentage they believed the defendant to be guilty. There was no cognitive activity for the control group. There were three different cognitive activities for the experimental group: discussion, counterfactual thinking and discussion, and counterfactual thinking and peer assessment. Results showed reduction in bias for all the experimental groups, and there was no difference between them. In Experiment 2, there were 125 participants from general population for the same procedure as in Experiment 1. Results showed reduction in bias only for the counterfactual thinking and discussion group. In general discussion, we speculated the implication of the results and the reason for the difference between the two experiments.

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Character Animation of Realistic Humans

  • Edwina Quek;Pei, Lim-Jun;Seng, Lai-Looi;Cui Jing;Edmond C. Prakash;Edmund M-K. Lai
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.165.3-165
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    • 2001
  • Animation of 3-dimensional humans is a challenging task, however, its realistic synthesis is possible. Essentially, the nature of this project is to demonstrate and study the difficulties faced by an animator in making a movie with a state of art computer animation software (Maya Software by ,alias/wavefront) by creating a movie clip with the above-stated software ourselves. We will also analyze the aspect of automated animation to relieve the animator of some very tedious tasks.

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A Study on Increasing the Standby Redundant System Reliability with the Relay of Parallel Structure (병렬구조의 계전기를 갖는 대기중복시스템 신뢰도 향상에 관한 연구)

  • 이규용
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.13 no.22
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    • pp.59-64
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    • 1990
  • This paper is aimed to study the standby redundant system with the relay of parallel structure, by making use of the character of standby system, which reliability is higher than parallel system's if the relay has higher reliability than a certain level. By assigning the low-priced relay to the subsystem, this method increases the relay reliability, optimizes the standby redundant system reliability without violating the restrictions, and consequently reduces the cost.

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The Motion Transformation of Character Included Contrained Optimization Problem (구속조건을 고려한 캐릭터의 움직임 변경)

  • 이지홍;이원희;조인성
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.223-226
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    • 2002
  • If one can easily modify the existing motion data to a new motion in making an animation movie, he can save a lot of time for graphic design. To implement this kind of system, we propose a PC-based system composed of low cost commercial animation tool (3D Studio Max) for visualization of the animation and motion editing module that handles optimization process during the motion transform. Researchers studying advanced motion transform techniques only have to focus on the mathematical manipulation of the motion data

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An Evaluation on the Activity of Public Involvement in Ko-Yang Light Rail Project (고양시 경량철도사업의 국민참여(PI) 활동의 평가)

  • Kim, Yeon-Kyu;Kim, Hyun
    • Proceedings of the KSR Conference
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    • 2007.11a
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    • pp.1787-1795
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    • 2007
  • The objectives of this paper are to introduce the PI(Public Involvement) in railway project and case study about public participation in decision making process for Ko-Yang light rail line development, besides to emphasize the importance of information considering the difference of resident location, regional character and so on are investigated before and after public participation. As the results, it was clarified about PI activities styles that consensus is not achieved in Ko-Yang public participation, the psychological factor such as the knowledge and satisfaction, receptivity about light rail project strongly is affected to making decision.

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Prospective Mathematics Teachers' Perceptions of Collaborative Problem-posing as a Means to Promote Students' Creativity and Character (창의성과 인성 교육 방안으로서 협력 문제 만들기에 대한 수학 예비교사의 인식)

  • Lee, Bongju
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.373-395
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    • 2022
  • This study aimed to examine how prospective mathematics teachers (PMTs) perceive collaborative problem-posing (CPP) as a method to cultivate students' creativity and character in mathematics education. This is to propose the introduction of CPP at the stage of preparatory math teacher education as one of the ways to reinforce the creativity and character education capacity of PMT), and to attempt to be an opportunity to actively utilize CPP in math teaching-learning in the school field for the education of students' creativity and character. To achieve this objective, I designed PMTs taking the 'Educational Theories for Teaching Mathematics' course, required in the second year of university, to experience CPP tasks. Data were collected through questionnaires or interviews over three years on how PMTs recognized the CPP tasks as a tool to cultivate students' creativity and character in secondary schools. The results of the study are as follows. First, PMTs recognized regardless of their CPP experience that CPP might have a positive impact on improving students' ability to devise various ideas and that it positively influences students' attitudes toward building interpersonal relationships, including teamwork, respect, and consideration. Second, the experience of PMTs participating in the CPP made them more positively aware that CPP is effective in improving students' ability to elaborate on ideas. Third, the PMTs' experience of participating in CPP led to a more positive perception of the impact of CPP on the students' abilities and attitudes, namely, the students' ability to elaborate on ideas and their inner attitudes toward individuals, including honesty, fairness, and responsibility, and the attitude of students regarding logically presenting their opinions and making rational decisions. Finally, if there are downsides to the offline environment, an online environment may be more beneficial.