• Title/Summary/Keyword: On-line Character

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A Preliminary Study on Public Convergent Space optimized for the Digital Convergence Era (디지털 컨버전스에 최적화된 공적융합공간 개발 시론)

  • Kim, Dong-Seop
    • Korean Institute of Interior Design Journal
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    • v.21 no.6
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    • pp.79-91
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    • 2012
  • In the Digital Convergence era, the center of social networking is moving into on-line space. This means also that space for public is moving into the on-line space. Along with this, spaces in commercial area, offered as attraction factors, are taking a role as a public space. So, this paper defines these spaces mentioned above as public space and the like. Liberal and affluent communication of Digital Convergence has caused in new spatial cognitions such like, constant social space, flowing space, temporary space, and multiple space. This means the hybridization of on-line and off-line space and the advent of public convergent space. However, it is on-line-centered convergence and has positive effects and negative effects on relationship. This paper suggests the optimization of public convergent space to solve the problems and make better a public space for relationship. For achieving this, social disclosure is grasped as the common way to start relationship both off-line and on-line, and it is proved that social disclosure has three characters such as self-presentation, corporeality, and subjectivity. Subsequently, the differences of the roles of off-line and on-line space are separated by each individual character. These are self-presentation of performance vs. storytelling, corporeality of embodiment vs. disembodiment, and self-subjectivity vs. inter-subjectivity. By recognizing that there are multilevel spectrums between the formers and the latters, this paper presents the direction of the spatial configuration of public convergent space which offers the right of manipulation of self-disclosure. It will be used for presenting the prototype of public convergent space.

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Artificial Engine Development through Reinforcement Learning on Jul-Gonu Game (강화학습을 이용한 줄고누게임의 인공엔진개발)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.93-99
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    • 2009
  • Game program manufacture had been classed by 3D or on-line game etc. simply. But, atomized game programmer's kind now. So, Artificial Intelligence game programmer's role is important. This paper used reinforcement learning algorithm for Jul_Gonu board characters to learn, and so they can move intelligently. To compare a learned character to an random one, a board game was created, and then they fought against each other. As a result, learned character‘s ability was far more improved.

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On-line Handwriting Recognition Based on Substroke HMM (Substroke HMM 기반 온라인 필기체 문자인식)

  • 김춘영;석수영;정호열;정현열
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2003.06a
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    • pp.74-77
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    • 2003
  • 본 논문에서는 자연스러운 온라인 필기체 문자 인식을 위하여 획 기반 HMM(Substroke HMM)을 기반으로 한 인식 방법을 채택하고, 획 분류의 정확도 향상을 위한 전처리 과정에 대해 재샘플링 간격 조정을 통한 획 분류실험을 통해 인식률 제고에 관한 실험을 수행하였다 필기체 문자인식을 위한 방법으로 한 문자 전체를 HMM으로 구성하는 Whole-character HMM과 자소단위를 HMM으로 구성하는 character HMM을 주로 이용하였으나, 이러한 방법은 문자의 수에 비례하여 비교적 큰 메모리 용량과 계산량이 요구되는 단점이 있다. 이러한 단점을 개선하기 위한 획 기반 HMM은 문자를 획 단위로 분류한 후 이를 HMM 모델로 구성하므로 소수의 획 기반 HMM 모델만으로 문자를 모두 표현할 수 있는 장점을 가지고 있어, 인식률의 큰 저하 없이 계산량 및 메모리 용량을 크게 줄일 수 있다. PDA상에서 수집한 완성형 한글 데이터베이스를 사용하여 획 분류 실험을 수행한 결과 평활화와 7/100 길이의 재샘플링을 수행한 경우 평활화 과정을 추가하지 않은 기존의 재샘플링 5/100 길이의 경우에 비해 정확도가 평균 3.7% 향상을 나타내었으며, 특히 첨가 에러율이 감소함을 확인할 수 있다.

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A Study on Determination of Fire Origin by Shadow analysis (화염 그림자 분석을 통한 최초 발화지점 확인에 관한 연구)

  • Lee, Seunghun;Choi, Minki;Choi, Donmook
    • Journal of the Korea Safety Management & Science
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    • v.16 no.3
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    • pp.165-173
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    • 2014
  • This study is about determination of fire origin by using analysis of shadow that was recorded CCTV data at the fire scene. This analysis is based on straight and radiate nature of light. At fire experiment with about 1m flame, we conformed that 2-dimensional extension line is focused at the bottom of the fire. If the fire is burning at the same level with shadow, it indicate the point of origin exactly. In 3-dimensional analysis that connect extensional line between distinctive points the shadow and the objet, the line focused in the ${\emptyset}$ 50cm-circle. We estimate the reason of that is because of the character of combustion of gases. The line indicate not the point of origin but the flame that is over the point of origin. thus, you have to consider the line indicate the flame when you do 3-dimensional analysis.

An Effective Method of Product Number Detection from Thick Plates (효과적인 후판의 제품번호 검출 방법)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.1
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    • pp.139-148
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    • 2015
  • In this paper, a new algorithm is proposed for detecting the product number of each thick plate and extracting each character of the product number from a image which contains several thick plates. In general, a image of thick plates contains several steal plates. To obtain the product number from the image, we first need to separate each plate. To do so, we use the line edges of thick plates and a clustering algorithm. After separating each plate, background parts are eliminated from the image of each plate. Background parts of an individual thick plate image consist of the dark part of steel and the white part of paint which is used for printing the product number. We propose a two-tiered method where dark background parts are first eliminated and then white parts are eliminated. Finally, each character is extracted from the product number image using the characteristics of product number. The results of the experiments on the various steal plates images emphasize that the proposed algorithm detects each thick plate and extracts the product number from a image effectively.

A Fast Recognition System of Gothic-Hangul using the Contour Tracing (윤곽선 추적에 의한 고딕체 한글의 신속인식에 관한 연구)

  • 정주성;김춘석;박충규
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.37 no.8
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    • pp.579-587
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    • 1988
  • Conventional methods of automatic recognition of Korean characters consist of the thinning processing, the segmentation of connected fundamental phonemes and the recognition of each fundamental character. These methods, however require the thinning processing which is complex and time consuming. Also several noise components make worse effects on the recognition of characters than in the case of no thinning. This paper describes the extraction method of the feature components of Korean fundamental characters of the Gothic Korean letter without the thinning. We regard line-components of the contour which describes the character's external boundary as the feature-components. The line-component includes the directional code, the length and the start point in the image. Each fundamental character is represented by the string of directional codes. Therefore the recognition process is only the string pattern matching. We use the Gothic-hangul in the experiment. The ecognition rate is 92%.

A Study on the Extraction of Vectoring Objects in the Color Map Image (칼라지도영상에서의 벡터링 대상물 추출에 관한 연구)

  • 김종민;김성연;김민환
    • Spatial Information Research
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    • v.3 no.2
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    • pp.179-189
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    • 1995
  • To make vector data from a map which has no negative plates by using vectoring tool, it is necessary that we can extract objects to be vectorized from a scanned map. In this paper, we studied on extracting vectoring objects from scanned color maps. To do this, we classified vectoring objects into three types : line type, filled - area type and character/symbol type. To make the extraction method effective, we analyzed characteristics of vectoring objects and color distribution in scanned color maps. Then, we applied these characteristics to designing process of the extraction method. To extract the line type object, our line tracing method was designed by using the masks which considered connectivity and geometrical characteristics of lines. By using the local thresholding method and the similarity function for comparing the color distribution between two NxN blocks, we extracted character/symbol and the filled-area objects effectively. The method proposed in this paper can be used for constructing the small scale GIS application economically using existing color maps.

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A Study on the Design of Fatigue Strength using Fractal Character of Surface Micro-crack (표면미소균열의 프랙탈 특성을 이용한 피로강도설계에 관한 연구)

  • Cho, Seok-Swoo;Joo, Won-Sik
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.12
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    • pp.143-151
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    • 1999
  • The shape of surface micro-crack is very irregular due to nonhomogeneous microstructure but is very important in respect to qualitative estimation of fatigue life. Fractal geomety can quantify the shape of surface mciro-crack. Fractal dimension is measured for surface micro-cracks with coast line and box counting method and estimates cycle ration in Al 2024-T3. The average fractal dimension $D_{favg}$ of surface micro-cracks has 3-parameter weibull distribution and location parameter is nearly constant but shape parameter decreases as cycle ration increases. The fractal dimension by coast line method is measured for individual surface micro-crack but the fractal dimension by box countin method is measured for all the surface micro-cracks under sampling area. Therefore, This paper shows fractal dimension $D_{fb}$ can predict cycle ratio $N/N_f$ more convenient than fractal dimension $D_{favg}$.

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Analysis and Design Development of Animal Expression Methods Applied in Kids' Wear (아동의류에 나타난 동물표현 분석과 디자인 개발)

  • Kim, Chanju;Ro, Mikyung
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.97-110
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    • 2014
  • Animals, as a part of nature, have much influence on children's emotional development and are one of children's favorite subjects of design. This study analyzes the differences in animal expression methods and types of animals, in relation to gender and item based on a collection of children's clothing and accessories that use animal as their theme. The collection consists of 148 clothing and 75 accessories (total of 223 items), which were collected from on-line shopping sites for children's clothes. Analysis results showed the following observations. Animal expression was categorized into four methods: emblem, illustration, character, and pattern.(The most common method was character, followed by pattern, illustration, and emblem. In relation to gender and clothing item, animal expression methods varied widely:(character was the most popular for) boys' t-shirts and accessories, while girls' bottoms and dresses. As for (animal) types, Mammalia was the most common, followed by birds and insects. Dogs and puppies were popular both genders.(However, differences in preferences existed as) boys liked big and wild animals such as bears, tigers, and foxes, while girls liked small and cute animals such as rabbits, cats, owls, and butterflies. Based on these results, six types of animals (rabbits, elephants, large-beaked bird Toco Toucans, fish, penguins, and bees) were selected as themes for kids' vest designs and, among them, three designs were made.

Analysis of Expression Types of Character Animation TV Advertisements (캐릭터애니메이션 TV광고의 표현유형 분석 연구)

  • Lee, Yong-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.85-94
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    • 2006
  • In the 2000s, character animation technique is used at domestic TV character animation ads of diverse items displaying new character patterns and expression techniques of a high level. This study intends to identify the characteristics of TV character animation ads based ell character aesthetic theory and advertising rhetoric theory, and based on these findings, analyze trend and stream of expression in TV character animation ads by examining and classifying advertisements released in the past four years by items, character patterns and expression techniques. The results showed that TV character animation ads have been concentrated on confectionery, beverages and foods in the past, but the items have been diversified through the years. With reference to character patterns, personal and animal characters had made the main pattern, but recently product, virtual and composite characters are on the increase. In expression techniques, cell animation technique was found to be the most frequently used technique, which was followed by full-3D, cell and live action, cell and 3D and the clay animation technique. A trend like this suggests that TV character animation advertising items will continue to increase in line with the participation level of targets. In the meantime, personal and animal characters will continue to make the leading character pattern, while virtual and composite character patterns emerge in new forms. In expression techniques, live action combined with 30 technique and techniques using new expression materials will appear with cell animation technique as a central figure. As a whole, Korean character animation advertisement is expected to keep on growing to a new dimension in the aspect of items, character patterns and expression technique.

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