• Title/Summary/Keyword: Design Character

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The Recognition of Korean Character Using Preceding Layer Driven MLP (Preceding Layer Driven 다층 퍼셉트론을 이용한 한글문자 인식)

  • 백승엽;김동훈;정호선
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.28B no.5
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    • pp.382-393
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    • 1991
  • In this paper, we propose a method for recognizing printed Korean characters using the Preceding Layer Driven multi-layer perceptron. The new learning algorithm which assigns the weight values to an integer and makes use of the transfer function as the step function was presented to design the hardware. We obtained 522 Korean character-image as an experimental object through scanner with 600DPI resolution. The preprocessing for feature extraction of Korean character is the separation of individual character, noise elimination smoothing, thinnig, edge point extraction, branch point extraction, and stroke segmentation. The used feature data are the number of edge points and their shapes, the number of branch points, and the number of strokes with 8 directions.

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Analysis on the Consciousness and Image Character of the Internet Shopping Mall Consumer (인터넷 쇼핑몰 이용자의 의식 및 이미지 특성 분석 - 대학생을 중심으로 -)

  • Lee, Jeong;Lee, Sang-Seol
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.28 no.3
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    • pp.87-97
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    • 2005
  • This study deals with the analysis on the consciousness and image character of the internet shopping mall. As consciousness analysis result of internet shopping mall consumer, 'cheap price' and 'convenience' are evaluated high by reason that buy goods/service. 'Delivery delay' shows that deficiency of swiftness is indicated preferentially by shortcoming when the goods/service are purchased at the internet shopping mall. Consumer is prferring most 'deferred payment' with consumer's protection system of internet shopping mall. In image character of internet shopping mall, computer system speed and swiftness of reaction time, intimacy of shopping mall site design, delivery system trustability, goods/service contiguity, trustability of billing system, recognition shopping mall company, consistency about good service etc., showed high assessment, but comparative satisfaction is not high in solution at authoritativeness of personal information leakage prevention, problem occurrence.

A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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Comparative Analysis of AI Painting Using [Midjourney] and [Stable Diffusion] - A Case Study on Character Drawing -

  • Pingjian Jie;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.403-408
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    • 2023
  • The widespread discussion of AI-generated content, fueled by the emergence of consumer applications like ChatGPT and Midjourney, has attracted significant attention. Among various AI applications, AI painting has gained popularity due to its mature technology, user-friendly nature, and excellent output quality, resulting in a rapid growth in user numbers. Midjourney and Stable Diffusion are two of the most widely used AI painting tools by users. In this study, the author adopts a perspective that represents the general public and utilizes case studies and comparative analysis to summarize the distinctive features and differences between Midjourney and Stable Diffusion in the context of AI character illustration. The aim is to provide informative material forthose interested in AI painting and lay a solid foundation for further in-depth research on AI-generated content. The research findings indicate that both software can generate excellent character images but with distinct features.

Effects of Design Detail Types of Ladies Wear on Sensibility and Emotion (여성복 디테일 종류에 따른 감성과 상대적 영향력)

  • Jung, Kyung-Yong;Na, Young-Joo
    • Fashion & Textile Research Journal
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    • v.7 no.2
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    • pp.162-168
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    • 2005
  • The pictures of design details, such as collar type, sleeve type, skirt type, and skirt length, and color tone were evaluated by 377 persons in terms of sensibility and emotion. The data were analyzed by SPSS using ANOVA and Factor analysis to find out the most effective types of details on consumer's sensibility and emotion, and the methods were introduced. The most effective type is skirt length on sensibility and emotion of women's dress. The second type is different according to sensibility and emotion. Sensibility and emotion were composed of three concept: contemporary, mature and character. Sleeve type is second determinant to contemporary concept, and color tone is to mature concept, collar type is to character concept. 41 each details of design were positioned into 3D-concept space to connect each detail type and fashion concept of women's dress.

Saving Mama Turtle: Designing A Computer Game to Make Emotion Directly and Indirectly (엄마 거북이 구하기: 직간접 감정유발 게임의 디자인)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.118-125
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    • 2006
  • To solve the reverse function problem of computer games criticized nowadays, the main fact to be concerned in design should be to make feelings of satisfaction during playing and solving the given situation in the game world. In this paper, a design to fulfill the feelings of satisfaction directly and indirectly, controlling playable characters to help another non-playable character in some sort of danger is explained. The requirements to do so is analyzed and the result of demonstration is also presented.

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A Study on Riparian Forests of Idle Land to Build Design Using the IPA Strategy

  • Choi, Sang Hyun;Woo, Jong Choon
    • Journal of Forest and Environmental Science
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    • v.32 no.2
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    • pp.182-188
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    • 2016
  • In this study 'forest design in waterside unused land' of 'waterside area' in the specificity that multilateral, including landscape, recreation, social and environmental aspects in the space, taking into account by multiple factors :Raise 'practicality' than a functional management and police to hang out with, each element is usually way to improve the beauty. There is currently carried out waterside green area creation, which is artificial plantation and open spaces only emphasizing 'landscape' with lacking multi-function purpose, as a 'forest design in waterside unused land' strategy but it should be lowered by performance in this strategy. And the study suggested a strategy which prepared cultural and social infrastructure to be able to attract different fund and build local character as an alternative demand plan considered environmental character as a top priority.

Creating Characters Based on the Portrait Paintings of the Chosun Period and the Death Records of the "Chosun-dynasty Sillok"

  • Jang, Sun-Hee;Kwon, Yu-Mi
    • International Journal of Contents
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    • v.7 no.2
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    • pp.49-58
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    • 2011
  • This study investigates the portrait paintings of the Chosun period and the Death Records of the Chosun-dynasty Sillok in an effort to find new methods to apply to character design. The basis of this study were 42 figures from a group of portrait paintings from the late Goryeo period to the Chosun dynasty of the 25th King, Chul-Jong. First, Chinese letters illustrating the personalities in the Death Records were classified into five groups based on the Big Five theory, which divides personalities into the Big Five Personality Traits of extraversion, agreeableness, conscientiousness, neuroticism, and openness. Secondly, a representative facial image was created through a morphing technique after extracting the portraits using a method that relied on the high frequency of the appearance of specific Chinese letters related to each personality type.

A Study on The Analogy Analysis Of The Space (공간에 나타난 유추적 표현에 관한 연구)

  • 이진민;이지현
    • Korean Institute of Interior Design Journal
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    • no.39
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    • pp.28-36
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    • 2003
  • The yardstick of value has transformed into personal and sensitive one after it went through an Industrial society. The space in the society of sensitivity is defined by a semiotic character rather than as a physical object aimed at satisfying basic desire. Through this character, space makes a meaning and comes to exist an exchanging productive place. Environmental transformation is demanding further ample sensitive expression. In connection with the above, this thesis aims to identify the characteristics of sensitive and human-centered approach and systematize the analogy analysis which is applied to the interior space, classified by elements by introducing the concept of analogic inference in the field of rhetoric and through a diverse genres. As an approach, this thesis is entitled the analogic inference of the field of rhetoric to various art genres, and as a analogic interpretation genre, this thesis Is subdivided it into the fields of literature, image, fashion, flower art, and visual design, and study the analysis of analogic inference as a means of materializing storied space through the connection literature with design.

The Formative Characteristics of Contemporary Fashion Design Adapting the Cubism - Focused on the Fashion since 2010 - (큐비즘(Cubism)이 활용된 현대 패션디자인의 조형적 특성 - 2010년 이후를 중심으로 -)

  • Yoon, Jeong-A;Lee, Younhee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.4
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    • pp.209-221
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    • 2013
  • This study has attempted to investigate the effect of cubism on fashion and figure out how its formative characteristics have been expressed in contemporary fashion in the 21st century, focusing on the period since 2010. The propose of the study is to broaden research scope in fashion design through analysis and inspection on formative aspects among the cases which have proposed brand - new fashion designs by adapting cubism in fashion. To find out the characteristics of cubism in painting and formative characteristics of contemporary fashion in which the characteristics of cubism are reflected, a literature review has been conducted by referring to domestic and foreign books, previous papers, academic journals and Internet resources on cubism. For an empirical study, in addition, photos of cubism-applied modern fashion have been collected and analyzed through http://www. samsungdesign.net. The following results have been obtained: First, the formative characteristics of cubism were obtained in following categories; character of figure, simultaneity, reiteration and facticity. Second, according to analysis on cases after applying the formative characteristics on contemporary fashion design, the character of figure by the geometric shape of cubism was observed in fashion as well. After dismantling and reconfiguring garments, simultaneity has been expressed in an exaggerated and distorted manner through regular and repetitive overlapping or overlapping of irregular shapes. In terms of facticity, novelty has been delivered with the use of heterogeneous materials, using collage and patchwork techniques. Third, simplicity and functionality in cubism - style garments in the early 20th century have disappeared in contemporary design in the 21st century. Now, a dynamic aspect is only found. Fourth, unlike common paintings, 2D textiles are added to a 3D body in fashion design. In addition, it can be observed from multiple angles depending on the movement so that it can display more diverse shapes. Therefore, it could be the origin of inspiration to many designers.

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