• Title/Summary/Keyword: On-line Character

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A Study on the Preprocessing Method Using Construction of Watershed for Character Image segmentation

  • Nam Sang Yep;Choi Young Kyoo;Kwon Yun Jung;Lee Sung Chang
    • Proceedings of the IEEK Conference
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    • 2004.08c
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    • pp.814-818
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    • 2004
  • Off-line handwritten character recognition is in difficulty of incomplete preprocessing because it has not dynamic and timing information besides has various handwriting, extreme overlap of the consonant and vowel and many error image of stroke. Consequently off-line handwritten character recognition needs to study about preprocessing of various methods such as binarization and thinning. This paper considers running time of watershed algorithm and the quality of resulting image as preprocessing For off-line handwritten Korean character recognition. So it proposes application of effective watershed algorithm for segmentation of character region and background region in gray level character image and segmentation function for binarization image and segmentation function for binarization by extracted watershed image. Besides it proposes thinning methods which effectively extracts skeleton through conditional test mask considering running time and quality. of skeleton, estimates efficiency of existing methods and this paper's methods as running time and quality. Watershed image conversion uses prewitt operator for gradient image conversion, extracts local minima considering 8-neighborhood pixel. And methods by using difference of mean value is used in region merging step, Converted watershed image by means of this methods separates effectively character region and background region applying to segmentation function. Average execution time on the previous method was 2.16 second and on this paper method was 1.72 second. We prove that this paper's method removed noise effectively with overlap stroke as compared with the previous method.

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A study on the Character Correction of the Wrongly Recognized Sentence Marks, Japanese, English, and Chinese Character in the Off-line printed Character Recognition (오프라인 인쇄체 문장부호, 일본 문자, 영문자, 한자 인식에서의 오인식 문자 교 정에 관한 연구)

  • Lee, Byeong-Hui;Kim, Tae-Gyun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.1
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    • pp.184-194
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    • 1997
  • In the recent years number of commercial off-line character recognition systems have been appeared in the Korean market. This paper describes a "self -organizing" data structure for representing a large dictionary which can be searched in real time and uses a practical amount of memory, and presents a study on the character correction for off-line printed sentence marks, Japanese, English, and Chinese character recognition. Self-organizing algorithm can be recommenced as particularly appropriate when we have reasons to suspect that the accessing probabilities for individual words will change with time and theme. The wrongly recognized characters generated by OCR systems are collected and analyzed Error types of English characters are reclassified and 0.5% errors are corrected using an English character confusion table with a self-organizing dictionary containing 25,145 English words. And also error types of Chinese characters are classified and 6.1% errors are corrected using a Chinese character confusion table with a self-organizing dictionary carrying 34,593 Chinese words.ese words.

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On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game (가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성)

  • 서정립;진경옥
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

A Study on Binarization of Handwritten Character Image (필기체 문자 영상의 이진화에 관한 연구)

  • 최영규;이상범
    • Journal of the Korea Computer Industry Society
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    • v.3 no.5
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    • pp.575-584
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    • 2002
  • On-line handwritten character recognition be achieved successful results since effectively neural networks divided the letter which is the time ordering of strokes and stroke position. But off-line handwritten character recognition is in difficulty of incomplete preprocessing because has not information of motion or time and has frequently overlap of the letter and many noise occurrence. consequently off-line handwritten character recognition needs study of various methods. This paper apply watershed algorithm to preprocessing for off-line handwritten hangul character recognition. This paper presents effective method in four steps in watershed algorithm as consider execution time of watershed algorithm and quality of result image. As apply watershed algorithm with effective structure to preprocessing, can get to the good result of image enhancement and binarization. In this experiment, this paper is estimate the previous method with this paper method for execution time and quality in image. Average execution time on the previous method is 2.16 second and Average execution time on this paper method is 1.72 second. While this paper method is remove noise effectively with overlap stroke, the previous method does not seem to be remove noise effectively with overlap stroke.

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The Bi-level Image Mapping Using Density Information in Character Patterns (문자패턴에서의 밀도정보를 이용한 이진영상 매핑)

  • 김봉석;강선미;양정윤;양윤모;김덕진
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.8
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    • pp.8-15
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    • 1993
  • This paper describes a normalization of character which is contained in the character recognition process. Line and dot density is computed on input character image and then image mapping is executed into destination. Also recognition is processed using overlap-partitioning of character image and extraction of 4 directional feature primitives. The validity of proposed nonlinear normalization algorithm could be verified by increment of recognition rate.

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Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Correlation between On-line Game and Popular Stars - Focused on Fashion - (패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계)

  • Son, Yi-Jeong;Lee, In-Seong
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.

Analysis of Gender Identity of On-line Game Character - focused on - (온라인 게임 캐릭터에 나타난 젠더 정체성 분석 - <리그 오브 레전드>를 중심으로)

  • Han, Hye-Won;Kim, Seo-Yeon;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.147-160
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    • 2014
  • The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.

The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

A Study on an On-Line Il-Pa Shorthand Character Recognition Using Fuzzy Inference (Fuzzy 추론을 이용한 일파식 속기문자의 On-Line 인식에 관한 연구)

  • 김진우;장기흥;김도현
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.31B no.1
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    • pp.99-106
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    • 1994
  • In this paper, we develop an algorithm which recognizes Ilpa-style shorthand characters by on-line. It discriminates the structure of characters using coordinates which are measured by tablet board, then it outputs the recognized characters using the fuzzy inference rules. Shorthand characters have several forms, in which an initial or a middle sound depends on angle and length while a last sound is treated as a hook. We apply fuzzy inference rules to the discrimination of the length, the angle, the curve, and the straight line. We also built up a set of standard character codes in order to reduce the processing time.

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