• Title/Summary/Keyword: On-line Character

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Comparative Analysis of On-Line Game Characters' Costumes and Fashion Trend Color (온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석)

  • Shin, Ha-Na;Lee, Min-Sun;Yu, Ji-Hun
    • The Research Journal of the Costume Culture
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    • v.18 no.3
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    • pp.436-451
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    • 2010
  • The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character's costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.

Design Development for Toddler Apparel Line using Animation Characters - Focusing on ″Little Dinosaur Dooly″ - (애니메이션 캐릭터를 이용한 토들러복 디자인 연구 - 아기공룡 둘리를 중심으로 -)

  • 하승연;이연희
    • The Research Journal of the Costume Culture
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    • v.12 no.1
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    • pp.104-120
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    • 2004
  • Animation character market in Korea has been dominated by licensed characters (e.g., Walt Disney′s) of which market share is 80%. While market share for Korean characters such as "Mashimaro" and "Little Dinosaur Dooly" is increasing, the application of such characters to fashion products is still limited. For the development of the Korean character market, application of original animation characters should be applied to various fashion products. The main purpose of this study was to design toddler apparel line using "Little Dinosaur Dooly," one of the most popular domestic animation characters. The design focus is the green color of Dooly because the color is the distinctive concept of the brand. Results of the study indicated that developing toddler apparel line with a Korean animation character was a meaningful attempt, as imported licensed characters were dominant in domestic fashion market. The key differentiating factor was the use of green color. In addition, use of various supporting characters, namely Dooly′s friends, demonstrated potential line extension forming animation character groups similar to Warner Brothers′"Looney Tunes."

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A Study on Stroke Extraction for Handwritten Korean Character Recognition (필기체 한글 문자 인식을 위한 획 추출에 관한 연구)

  • Choi, Young-Kyoo;Rhee, Sang-Burm
    • The KIPS Transactions:PartB
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    • v.9B no.3
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    • pp.375-382
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    • 2002
  • Handwritten character recognition is classified into on-line handwritten character recognition and off-line handwritten character recognition. On-line handwritten character recognition has made a remarkable outcome compared to off-line hacdwritten character recognition. This method can acquire the dynamic written information such as the writing order and the position of a stroke by means of pen-based electronic input device such as a tablet board. On the contrary, Any dynamic information can not be acquired in off-line handwritten character recognition since there are extreme overlapping between consonants and vowels, and heavily noisy images between strokes, which change the recognition performance with the result of the preprocessing. This paper proposes a method that effectively extracts the stroke including dynamic information of characters for off-line Korean handwritten character recognition. First of all, this method makes improvement and binarization of input handwritten character image as preprocessing procedure using watershed algorithm. The next procedure is extraction of skeleton by using the transformed Lu and Wang's thinning: algorithm, and segment pixel array is extracted by abstracting the feature point of the characters. Then, the vectorization is executed with a maximum permission error method. In the case that a few strokes are bound in a segment, a segment pixel array is divided with two or more segment vectors. In order to reconstruct the extracted segment vector with a complete stroke, the directional component of the vector is mortified by using right-hand writing coordinate system. With combination of segment vectors which are adjacent and can be combined, the reconstruction of complete stroke is made out which is suitable for character recognition. As experimentation, it is verified that the proposed method is suitable for handwritten Korean character recognition.

A Study on the Character Creation of Traditional Incantatory Pattern for Individual Character Industry (Individual Character 산업을 위한 전통 주술 문양의 캐릭터 개발 연구)

  • 신승택
    • Archives of design research
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    • v.16 no.1
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    • pp.127-136
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    • 2003
  • Each country, each organization and individual have pursued their own identity, which require a unique design discriminated from other countries, cultures and people. As character related industries including character, cartoon, animation and CF appeared everywhere, development of character of mascot concept which can highlight individual personality has been required. This study is to meet these requirements and develop character of Korean subject as the concept of mascot or guard angel in order to develop the unique design with discriminative features from individual identity. For this, this study named it "Individual Character", analyzes the Korean traditional incantatory patterns and develops three patterns such as line art character, five-color 2D character and letter '||'&'||' picture 3D character as a form having individual character with the twelve gods of the earth through examination of materials of traditional patterns home and aborad. These three-typed characters seek strategies by types and are applied to calender, ceramic, metal, animation source, living goods and accessories. Application to commodities include line art and the products of 20 and 3D types based on re-design and add metal, paper, web and ceramic. Therefore this study finds that "Individual Character' using traditional incantatory patterns can discover the cultural identity and originality through Korean design creation and application of "Individual Character" to character industry can develop the pluralistic characters with a material and it can be extended to consumption goods.onsumption goods.

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Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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An Internal Segmentation Method for the On-line Recognition of Run-on Characters (온라인 연속 필기 한글의 인식을 위한 내부 문자 분할에 관한 연구)

  • 정진영;전병환;김우성;김재희
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.9
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    • pp.1231-1238
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    • 1995
  • In on-line character recognition, to segment input character is important. This paper proposes an internal character segmentation algorithm. The internal segmentation algorithm produces candidate words by considering possible combinations of Korean alphabets. In this process, we make use of projections of strokes onto the horizontal axis to remove ambiguities among candidate words. As a result of experiments, the internal segmentation algorithm shows better performance than external segmentation algorithm as the gap between sample characters becomes smaller.

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A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.

An On-line Speech and Character Combined Recognition System for Multimodal Interfaces (멀티모달 인터페이스를 위한 음성 및 문자 공용 인식시스템의 구현)

  • 석수영;김민정;김광수;정호열;정현열
    • Journal of Korea Multimedia Society
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    • v.6 no.2
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    • pp.216-223
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    • 2003
  • In this paper, we present SCCRS(Speech and Character Combined Recognition System) for speaker /writer independent. on-line multimodal interfaces. In general, it has been known that the CHMM(Continuous Hidden Markov Mode] ) is very useful method for speech recognition and on-line character recognition, respectively. In the proposed method, the same CHMM is applied to both speech and character recognition, so as to construct a combined system. For such a purpose, 115 CHMM having 3 states and 9 transitions are constructed using MLE(Maximum Likelihood Estimation) algorithm. Different features are extracted for speech and character recognition: MFCC(Mel Frequency Cepstrum Coefficient) Is used for speech in the preprocessing, while position parameter is utilized for cursive character At recognition step, the proposed SCCRS employs OPDP (One Pass Dynamic Programming), so as to be a practical combined recognition system. Experimental results show that the recognition rates for voice phoneme, voice word, cursive character grapheme, and cursive character word are 51.65%, 88.6%, 85.3%, and 85.6%, respectively, when not using any language models. It demonstrates the efficiency of the proposed system.

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Development of character recognition system for the billet images in the steel plant

  • Lee, Jong-Hak;Park, Sang-Gug;Kim, Soo-Joong
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1183-1186
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    • 2004
  • In the steel production line, the molten metal of a furnace is transformed into billet and then moves to the heating furnace of the hot rolling mill. This paper describes about the realtime billet characters recognition system in the steel production line. Normally, the billets are mixed at yard so that their identifications are very difficult and very important processing. The character recognition algorithm used in this paper is base on the subspace method by K-L transformation. With this method, we need no special feature extraction steps, which are usually error prone. So the gray character images are directly used as input vectors of the classifier. To train the classifier, we have extracted eigen vectors of each character used in the billet numbers, which consists of 10 arabia numbers and 26 alphabet aharacters, which are gathered from billet images of the production line. We have developed billet characters recognition system using this algorithm and tested this system in the steel production line during the 8-days. The recognition rate of our system in the field test has turned out to be 94.1% (98.6% if the corrupted characters are excluded). In the results, we confirmed that our recognition system has a good performance in the poor environments and ill-conditioned marking system like as steel production plant.

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