• Title/Summary/Keyword: Character network

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Adaptive Recognition System of the I1-Pa Stenographic Character Images by Using Line Scan Method and BEP

  • Kim, Sangkeun;Lee, Sungoh;Park, Gwitae
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.354-354
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    • 2000
  • In this paper, we would study the applicability of neural networks to the recognition process of Korean stenographic character image, applying the classification function, which is the greatest merit of those of neural networks applied to the various pans so far, to the stenographic character recognition, relatively simple classification work. Korean stenographic recognition algorithms, which recognize the characters by using some methods, have a quantitative problem that despite the simplicity of the structure, a lot of basic characters are impossible to classify into a type. They also have qualitative one that it is not easy to classify characters for the delicacy of the character forms. Even though this is the result of experiment under the limited environment of the basic characters, this shows the possibility that the stenographic characters can be recognized effectively by neural network system. In this system, we got 90.86% recognition rate as an average.

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An implementation of the mixed type character recognition system using combNET (CombNET 신경망을 이용한 혼용 문서 인식 시스템의 구현)

  • 최재혁;손영우;남궁재찬
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.12
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    • pp.3265-3276
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    • 1996
  • The studies of document recongnition have been focused mainly on Korean documents. But most of documents composed of Korean and other characters. So, in this paper, we propose the document recognition system that can recognize the multi-size, multi font and mixed type characters. We have utilized a large scale network model, "CombNET" which consists of a 4 layered network with combstructure. And we propose recognition method that can recognize characters without discrimination of character type. The first layer constitutes a Kohonen's SOFM network which quantizes an input feature vector space into several sub-spaces and the following 2-4 layers constitutes BP network modules which classify input data in each sub-space into specified catagories. An experimental result demonstrated the usefulness of this approach with the recognition rates of 95.6% for the training data. For the mixed type character documents we obtained the recognition rates of 92.6% and recognition speed of 10.3 characters per second.

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Recognition of Bill Form using Feature Pyramid Network (FPN(Feature Pyramid Network)을 이용한 고지서 양식 인식)

  • Kim, Dae-Jin;Hwang, Chi-Gon;Yoon, Chang-Pyo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.4
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    • pp.523-529
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    • 2021
  • In the era of the Fourth Industrial Revolution, technological changes are being applied in various fields. Automation digitization and data management are also in the field of bills. There are more than tens of thousands of forms of bills circulating in society and bill recognition is essential for automation, digitization and data management. Currently in order to manage various bills, OCR technology is used for character recognition. In this time, we can increase the accuracy, when firstly recognize the form of the bill and secondly recognize bills. In this paper, a logo that can be used as an index to classify the form of the bill was recognized as an object. At this time, since the size of the logo is smaller than that of the entire bill, FPN was used for Small Object Detection among deep learning technologies. As a result, it was possible to reduce resource waste and increase the accuracy of OCR recognition through the proposed algorithm.

The Impact of Transforming Unstructured Data into Structured Data on a Churn Prediction Model for Loan Customers

  • Jung, Hoon;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.12
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    • pp.4706-4724
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    • 2020
  • With various structured data, such as the company size, loan balance, and savings accounts, the voice of customer (VOC), which is text data containing contact history and counseling details was analyzed in this study. To analyze unstructured data, the term frequency-inverse document frequency (TF-IDF) analysis, semantic network analysis, sentiment analysis, and a convolutional neural network (CNN) were implemented. A performance comparison of the models revealed that the predictive model using the CNN provided the best performance with regard to predictive power, followed by the model using the TF-IDF, and then the model using semantic network analysis. In particular, a character-level CNN and a word-level CNN were developed separately, and the character-level CNN exhibited better performance, according to an analysis for the Korean language. Moreover, a systematic selection model for optimal text mining techniques was proposed, suggesting which analytical technique is appropriate for analyzing text data depending on the context. This study also provides evidence that the results of previous studies, indicating that individual customers leave when their loyalty and switching cost are low, are also applicable to corporate customers and suggests that VOC data indicating customers' needs are very effective for predicting their behavior.

Recognition of Facial Expressions of Animation Characters Using Dominant Colors and Feature Points (주색상과 특징점을 이용한 애니메이션 캐릭터의 표정인식)

  • Jang, Seok-Woo;Kim, Gye-Young;Na, Hyun-Suk
    • The KIPS Transactions:PartB
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    • v.18B no.6
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    • pp.375-384
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    • 2011
  • This paper suggests a method to recognize facial expressions of animation characters by means of dominant colors and feature points. The proposed method defines a simplified mesh model adequate for the animation character and detects its face and facial components by using dominant colors. It also extracts edge-based feature points for each facial component. It then classifies the feature points into corresponding AUs(action units) through neural network, and finally recognizes character facial expressions with the suggested AU specification. Experimental results show that the suggested method can recognize facial expressions of animation characters reliably.

A Hierarchical Neural Network for Printed Hangul Character Recognition (인쇄체 한글문자 인식을 위한 계층적 신경망)

  • 조성배;김진형
    • Korean Journal of Cognitive Science
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    • v.2 no.1
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    • pp.33-50
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    • 1990
  • Recently, neural networks have been proposed as computaional models for hard prlblems that the brain appears to solve easily. This paper proposes a hierarchical network which practically recognizes printed Hangul characters based on the various psychological stueies. This system is composed of a type classification netwotk and six recognition networks. The former clessifier input character images into one of the six thper by their overall sturcture, and the latter further classify them into character code. Extperiments with most frequently used 990 printed hangul characters conform the superiority of the propsed system. After all, neural nework approach turns out to be very reasonable through a comparison with statistical classifier and an analysis of mis-classification and generalization capability.

Detecting Numeric and Character Areas of Low-quality License Plate Images using YOLOv4 Algorithm (YOLOv4 알고리즘을 이용한 저품질 자동차 번호판 영상의 숫자 및 문자영역 검출)

  • Lee, Jeonghwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.1-11
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    • 2022
  • Recently, research on license plate recognition, which is a core technology of an intelligent transportation system(ITS), is being actively conducted. In this paper, we propose a method to extract numbers and characters from low-quality license plate images by applying the YOLOv4 algorithm. YOLOv4 is a one-stage object detection method using convolution neural network including BACKBONE, NECK, and HEAD parts. It is a method of detecting objects in real time rather than the previous two-stage object detection method such as the faster R-CNN. In this paper, we studied a method to directly extract number and character regions from low-quality license plate images without additional edge detection and image segmentation processes. In order to evaluate the performance of the proposed method we experimented with 500 license plate images. In this experiment, 350 images were used for training and the remaining 150 images were used for the testing process. Computer simulations show that the mean average precision of detecting number and character regions on vehicle license plates was about 93.8%.

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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A Study on Animation Character Face Design System Based on Physiognomic Judgment of Character Study in the Cosmic Dual Forces and the Five Elements Thoughts (음양오행(陰陽五行)사상의 관상학에 기반한 애니메이션 캐릭터 얼굴 설계 시스템 연구)

  • Hong, Soo-Hyeon;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.872-893
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    • 2006
  • In this study, I classify the elements of physiognomic judgment of character with regard to form and meaning from a visual perspective based on physiognomic judgment of character study in 'the cosmic dual forces and the Five Elements theory'. Individual characters for each type are designed using graphic data. Based on that, design system of individual characters for each personality type is investigated using Neural Network system. Faces with O-Haeng (Five Elements) shapes are shown to constitute the system with ${\pm}0.3%$ degree of error tolerance for the non-loaming input data. For the shapes of Chinese characters 'tree, fire, soil, gold and water', their MSE(Mean Square Error) are 0.3, 0.3, 0.2, 0.5, 0.2. It seems to be the best regarding the scoring system which ranges from 0 to 5. Therefore, this system might be regarded to produce the most accurate facial shape of character automatically when we input character's personality we desire to make.

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An Implementation of Neural Networks Intelligent Characters for Fighting Action Games (대전 액션 게임을 위한 신경망 지능 캐릭터의 구현)

  • Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.383-389
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    • 2004
  • This paper proposes a method to provide intelligence for characters in fighting action games by using a neural network. Each action takes several time units in general fighting action games. Thus the results of a character's action are not exposed immediately but some time units later. To design a suitable neural network for such characters, it is very important to decide when the neural network is taught and which values are used to teach the neural network. The fitness of a character's action is determined according to the scores. For learning, the decision causing the score is identified, and then the neural network is taught by using the score change, the previous input and output values which were applied when the decision was fixed. To evaluate the performance of the proposed algorithm, many experiments are executed on a simple action game (but very similar to the actual fighting action games) environment. The results show that the intelligent character trained by the proposed algorithm outperforms random characters by 3.6 times at most. Thus we can conclude that the intelligent character properly reacts against the action of the opponent. The proposed method can be applied to various games in which characters confront each other, e.g. massively multiple online games.