• Title/Summary/Keyword: Japanese Puzzle

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A Recognition of the Printed Alphabet, the Number and the Symbols by Using Japanese Puzzle (Japanese Puzzle을 이용한 인쇄체 영문자, 숫자, 기호의 인식)

  • Sohn, Young-Sun;Kim, Bo-Sung
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.11a
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    • pp.119-122
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    • 2007
  • 지금까지의 연구에서 Japanese Puzzle을 이용한 인쇄체 영문자 인식을 구현하여 좋은 결과를 얻었고, 본 논문 에서는 인쇄체 영문자(바탕, 돋움) 인식을 확장시켜 영문장을 인식하기 위해 키보드에서 입력 가능한 숫자 및 기호를 포함하여 인식하는 시스템을 구현하였다. 이미지를 입력 받아 이진화 처리, 히스토그램 투영을 이용한 문자 분리는 영문자 인식에서와 동일한 처리를 한다. 기호 중에서 세로 길이보다 가로 길이가 긴 기호인 -,-,= 만 가로를 정규화 하였고, 나머지는 세로를 정규화 하였다. 정규화 된 문자에 Japanese Puzzle을 역으로 적용하여 구하여진 수치 정보로부터 영문자, 숫자, 기호를 분류 및 인식하여 좋은 결과를 얻었다.

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Recognition of the Printed English Sentence by Using Japanese Puzzle

  • Sohn, Young-Sun
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.8 no.3
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    • pp.225-230
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    • 2008
  • In this paper we embody a system that recognizes printed alphabet, numeral figures and symbols written on the keyboard for the recognition of English sentences. The image of the printed sentences is inputted and binarized, and the characters are separated by using histogram method that is the same as the existing character recognition method. During the abstraction of the individual characters, we classify one group that has not numerical information by the projection of the vertical center of the character. In case of another group that has the longer width than the height, we assort them by normalizing the width. The other group normalizes the height of the images. With the reverse application of the basic principle of the Japanese Puzzle to a normalized character image, the proposed system classifies and recognizes the printed numeral figures, symbols and characters, consequently we meet with good result.

A Recognition of Traffic Safety Signs Using Japanese Puzzle (Japanese Puzzle을 이용한 교통안전 표지판 인식)

  • Sohn, Young-Sun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.3
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    • pp.416-421
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    • 2008
  • This paper realizes a system that recognizes traffic safety signs by applying the principle used for game in reverse. The game used for this paper is one that expresses the shape of temporary objects intended by the maker when the maker sees the numerical image provided on (x, y) coordinates and then expresses it on the mesh. After separating the traffic safety sign image from the input image, the system is realized by outputting the content of the sign into letters by recognizing the forms and colors constituting the sign using the puzzle game above. Our system has fast process time and better rate of recognition than the existing system with black-and-white image processing and recognition without any penciling progress.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Optimal CNF Encoding for Representing Adjacency in Boolean Cardinality Constraints (이진 기수 조건에서 인접성 표현을 위한 최적화된 CNF 변환)

  • Park, Sa-Choun;Kwon, Gi-Hwon
    • Journal of KIISE:Software and Applications
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    • v.35 no.11
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    • pp.661-670
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    • 2008
  • In some applications of software engineering such as the verification of software model or embedded program, SAT solver is used. To practical use a SAT solver, a problem is encoded to a CNF formula, but because the formula has lower expressiveness than software models or source codes, optimal CNF encoding is required. In this paper, we propose optimal encoding techniques for the problem of "Selecting adjacent $k{\leq}n$ among n objects," Through experimental results we show the proposed constraint is efficient and correct to solve Japanese puzzle. As we know, this paper is the first study about CNF encoding for adjacency in BCC.

The World's Gaze and Desire on the Opium War ('아편전쟁'을 바라보는 세계의 시선과 욕망)

  • Jin, Sung Hee
    • Cross-Cultural Studies
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    • v.33
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    • pp.53-75
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    • 2013
  • It is well-known that Chinese saw themselves as the centre of the world until the early 20th century. Since the Opium War 1840, however, belong to the 'general world' the past century. The Opium War made China break away from the Sinocentric spirit. This writing(essay) examines movies from China and the World concern the historical event 'the Opium War.' It also discusses desires that are inherent in narration of each movie and how accord with the real world. The movie The Opium War(1997) directed by XieJin is a work that intended: to wash off the memory of history of disgrace and; to successfully put a disparate piece, Hong Kong, of a puzzle named China together. The Japanese movie Wànshìliúfāng(1943)and The Opium War(1943) were also made for the victory of the Pacific War. They were part of project for uniting the domestic Japan and the colonial outlands - Manchuria and Joseon - that reenacted humiliating history of China, which had been the suzerain of the East Asia The Korean movie The Opium War(1964) was not recalled due to the demand for a lesson from China's painful history, but was recreated by imitating Hong Kong, into where capitalism was transplanted through the Opium War before Korea. History is eventually recalled to the present and the histories, that each different present invokes, are recreated in respective fashion. From their plan to wash off the history of disgrace and successfully return Hong Kong to its native country, China, Japan, and Korea portrayed China, once their cultural suzerain, as impotent East Asia. From their proposition that they should resist the present enemy, the West, together, they imitated the west of the East, which lead the way to achieve modernity. Finally, from their ambition to deviate from their status as developing country, they recalled and reorganized the history, the Opium War.