• Title/Summary/Keyword: Intelligent Character System

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Development of a System for Recognizing Stamp Images (도장영상 인식 시스템의 개발)

  • 송민정;한경숙
    • Journal of Intelligence and Information Systems
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    • v.9 no.1
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    • pp.125-137
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    • 2003
  • In eastern countries stamps have been used more commonly than signatures when approving contracts and documents. Unlike finger prints, stamp images do not share similar patterns to each other and the resolution of stamp images is determined by the input status such as pressure under which stamps are put. This paper discusses the development of a system for recognizing stamp images of Korean or Chinese characters. Recognition of stamp images consists of several steps: acquisition of stamp images from an input device, digitization, contrast stretching, noise removal, and matching. We tested the system on 50 stamp images (20 stamp images of Korean characters, 20 images of Chinese characters, and 10 similar images). There was little difference in discrimination rate between the stamp images of Korean character and those of Chinese characters. 46 stamps images out of 50 were successfully recognized, resulting in 92% discrimination rate. Orientation and pressure under which stamps are put played an important role in determining discrimination rate. Automated stamp image recognition can be made more practical and useful by extending the types of stamp images to ellipses and rectangles and by improving the discrimination rate.

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Design of Optimized Fuzzy Controller by Means of HFC-based Genetic Algorithms for Rotary Inverted Pendulum System (회전형 역 진자 시스템에 대한 계층적 공정 경쟁 기반 유전자 알고리즘을 이용한 최적 Fuzzy 제어기 설계)

  • Jung, Seung-Hyun;Choi, Jeoung-Nae;Oh, Sung-Kwun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.2
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    • pp.236-242
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    • 2008
  • In this paper, we propose an optimized fuzzy controller based on Hierarchical Fair Competition-based Genetic Algorithms (HFCGA) for rotary inverted pendulum system. We adopt fuzzy controller to control the rotary inverted pendulum and the fuzzy rules of the fuzzy controller are designed based on the design methodology of Linear Quadratic Regulator (LQR) controller. Simple Genetic Algorithms (SGAs) is well known as optimization algorithms supporting search of a global character. There is a long list of successful usages of GAs reported in different application domains. It should be stressed, however, that GAs could still get trapped in a sub-optimal regions of the search space due to premature convergence. Accordingly the parallel genetic algorithm was developed to eliminate an effect of premature convergence. In particular, as one of diverse types of the PGA, HFCGA has emerged as an effective optimization mechanism for dealing with very large search space. We use HFCGA to optimize the parameter of the fuzzy controller. A comparative analysis between the simulation and the practical experiment demonstrates that the proposed HFCGA based fuzzy controller leads to superb performance in comparison with the conventional LQR controller as well as SGAs based fuzzy controller.

Evaluation Index for U-city Status Diagnostic Assessment System based on Local Governments (지자체 U-City 수준진단체계 평가지표)

  • Lee, Mee Young;Shin, Ju Ho;Lee, Jae Yong
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.5
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    • pp.20-28
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    • 2016
  • A Ubiquitous City (U-city, Smart City) is one that ties information communications technologies (ICT) into many facets of city construction, thereby implicitly intending to function as a smart city that aims to be efficiently managed as well as provide an enhanced standard of living for its residents. Laws related to the construction of such ubiquitous cities point to integrated city management centers, intelligent facilities, and U-City infrastructure, among others, as central components of U-Cities, but do not provide a standard for these structures. Consequently, building of U-Cities by local governments are based on arbitrary judgments constrained the myriad of practical limitations that they face. Such ambiguity brings to light the need to find ways to improve the quality of these efforts. The first and second stages of this research examine the status of the components of a U-City -ubiquitous planning, technology, infrastructure, and services - and undertakes a comprehensive review thereof, with evaluation criteria formulated on the characteristics of stability, connectivity, goal-orientation, and development potential. In the research's third stage, a realistic and detailed evaluation index by which U-Cities can be renewed, demonstrated, and applied (???) is introduced in a step-by-step fashion, which will allow for local governments to properly assess the standard of their U-City in relation to the realities of the locality. Through the research result, it is expected that the index will become a part of the continued development and advancement of the "smart" character of an autonomous U-City at the local scale, and contribute to the overall revitalization of the U-City.

Development of Customer Satisfaction Model of Providing VMS Traffic Information (VMS 교통정보 제공에 따른 이용자 만족도 모형 개발)

  • Hong, Ji-Yeon;Lee, Soo-Beom;Yeon, Bok-Mo;Lim, Joon-Bum
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.3
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    • pp.11-19
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    • 2009
  • At present, an intelligent transport system (ITS) is being actively introduced as an alternative plan to solve various transport problems, and a traffic information provision service, a field of ITS, is being provided to users through diverse media. However, the evaluation of how useful the traffic information provided to the road users is limited to a simple questionnaire, and the systematic evaluation about what factors affect the usefulness of traffic information has not been realized. Therefore, it is impossible to calculate user convenience occurring due to traffic information, This paper aimed to develop an index to evaluate user satisfaction levels with traffic information and develop a user satisfaction level model. A result of establishing a user satisfaction level model by executing a questionnaire survey for the analysis object of variable message sign (VMS), a representative information provision medium, showed that 'desire satisfaction', 'trust', 'understanding', and 'efficiency' have an effect. Of them, the 'understanding' showed the highest level, so it was seen that, in case of VMS, how easily the character, figure, expression, etc. provided in the information was understood by users has the biggest effect on the satisfaction level of the information. The next levels of effects on the satisfaction was in the order of 'user trust', 'efficiency', and 'desire satisfaction'.

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Learning for Environment and Behavior Pattern Using Recurrent Modular Neural Network Based on Estimated Emotion (감정평가에 기반한 환경과 행동패턴 학습을 위한 궤환 모듈라 네트워크)

  • Kim, Seong-Joo;Choi, Woo-Kyung;Kim, Yong-Min;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.1
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    • pp.9-14
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    • 2004
  • Rational sense is affected by emotion. If we add the factor of estimated emotion by environment information into robots, we may get more intelligent and human-friendly robots. However, various sensory information and pattern classification are prescribed for robots to learn emotion so that the networks are suitable for the necessity of robots. Neural network has superior ability to extract character of system but neural network has defect of temporal cross talk and local minimum convergence. To solve the defects, many kinds of modular neural networks have been proposed because they divide a complex problem into simple several subproblems. The modular neural network, introduced by Jacobs and Jordan, shows an excellent ability of recomposition and recombination of complex work. On the other hand, the recurrent network acquires state representations and representations of state make the recurrent neural network suitable for diverse applications such as nonlinear prediction and modeling. In this paper, we applied recurrent network for the expert network in the modular neural network structure to learn data pattern based on emotional assessment. To show the performance of the proposed network, simulation of learning the environment and behavior pattern is proceeded with the real time implementation. The given problem is very complex and has too many cases to learn. The result will show the performance and good ability of the proposed network and will be compared with the result of other method, general modular neural network.

An Automatic Generation Method of the Initial Query Set for Image Search on the Mobile Internet (모바일 인터넷 기반 이미지 검색을 위한 초기질의 자동생성 기법)

  • Kim, Deok-Hwan;Cho, Yoon-Ho
    • Journal of Intelligence and Information Systems
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    • v.13 no.1
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    • pp.1-14
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    • 2007
  • Character images for the background screen of cell phones are one of the fast growing sectors of the mobile content market. However, character image buyers currently experience tremendous difficulties in searching for desired images due to the awkward image search process. Content-based image retrieval (CBIR) widely used for image retrieval could be a good candidate as a solution to this problem, but it needs to overcome the limitation of the mobile Internet environment where an initial query set (IQS) cannot be easily provided as in the PC-based environment. We propose a new approach, IQS-AutoGen, which automatically generates an initial query set for CBIR on the mobile Internet. The approach applies the collaborative filtering (CF), a well-known recommendation technique, to the CBIR process by using users' preference information collected during the relevance feedback process of CBIR. The results of the experiment using a PC-based prototype system show that the proposed approach successfully satisfies the initial query requirement of CBIR in the mobile Internet environment, thereby outperforming the current image search process on the mobile Internet.

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Procedural Animation Method for Realistic Behavior Control of Artificial Fish (절차적 애니메이션 방법을 이용한 인공물고기의 사실적 행동제어)

  • Kim, Chong Han;Youn, Jae Hong;Kim, Byung Ki
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.801-808
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    • 2013
  • In the virtual space with the interactive 3D contents, the degree of mental satisfaction is determined by how fully it reflect the real world. There are a few factors for getting the high completeness of virtual space. The first is the modeling technique with high-polygons and high-resolution textures which can heighten an visual effect. The second is the functionality. It is about how realistic represents dynamic actions between the virtual space and the user or the system. Although the studies on the techniques for animating and controlling the virtual characters have been continued, there are problems such that the long production time, the high cost, and the animation without expected behaviors. This paper suggest a method of behavior control of animation by designing the optimized skeleton which produces the movement of character and applying the procedural technique using physical law and mathematical analysis. The proposed method is free from the constraint on one-to-one correspondence rules, and reduce the production time by controlling the simple parameters, and to increase the degree of visual satisfaction.

Efficient Object Classification Scheme for Scanned Educational Book Image (교육용 도서 영상을 위한 효과적인 객체 자동 분류 기술)

  • Choi, Young-Ju;Kim, Ji-Hae;Lee, Young-Woon;Lee, Jong-Hyeok;Hong, Gwang-Soo;Kim, Byung-Gyu
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1323-1331
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    • 2017
  • Despite the fact that the copyright has grown into a large-scale business, there are many constant problems especially in image copyright. In this study, we propose an automatic object extraction and classification system for the scanned educational book image by combining document image processing and intelligent information technology like deep learning. First, the proposed technology removes noise component and then performs a visual attention assessment-based region separation. Then we carry out grouping operation based on extracted block areas and categorize each block as a picture or a character area. Finally, the caption area is extracted by searching around the classified picture area. As a result of the performance evaluation, it can be seen an average accuracy of 83% in the extraction of the image and caption area. For only image region detection, up-to 97% of accuracy is verified.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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Information Domain Curriculum Composition Direction in Subject-Centered Curriculum (교과중심 교육과정에서의 정보영역 교육과정 구성 방향)

  • Shin, Soo-Bum;Han, Kyu-Jung;Go, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.309-315
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    • 2021
  • This study is about the direction of how to compose the information domain curriculum in the domestic subject matter centered curriculum system. To this end, subject-centered and competency-centered curriculum were compared and analyzed, and how the information domain was organized in two types was suggested. In spite of emphasizing competency, the domestic curriculum was judged to be inclined to the subject-centered curriculum because it emphasized the presentation of national-level educational goals, a subject learning model, and textbooks. As examples of the information domain subject-centered curriculum, the information domain of the elementary practical subject and the middle school information curriculum were presented, and the SW convergence curriculum was presented as an example of a progressive curriculum. Under such circumstances, it was emphasized that in order for the learner to lead a life in an intelligent society in the future through the information domain including SWAI content, it must be explicitly described in a subject-centered perspective with computer science as the parent study.