• Title/Summary/Keyword: On-line Character

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Hangul Handwritten Character On-Line Recognition using Multilayer Perceptron (다층 퍼셉트론을 이용한 한글 필기체 온라인 인식)

  • 조정욱;이수영;박철훈
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.1
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    • pp.147-153
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    • 1995
  • In this paper, we propose the position- and size-independent handwritten on-line Korean character recognition system using multilayer neural networks which are trained with error back-propagation learning algorithm and the features of Hanguel consonants and vowels. Starting point, end point, and three vectors from starting point to end point of each stroke of characters inputted from mouse or tablet are applied as inputs of neural networks. If double consonants and vowels are separated by single consonants and vowels, all consonants and vowels have at most four strokes. Therefore, four neural networks learn the consonants and the vowels having each number of strokes. Also, we propose the algorithm of separating the consonants and vowels and constructing a character.

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A Phoneme Separation and Learning Using of Neural Network in the On-Line Character Recognition System (신경회로망을 이용한 온라인 문자 인식 시스템의 자소 분리에 관한 연구)

  • Hong, Bong-Hwa
    • The Journal of Information Technology
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    • v.9 no.1
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    • pp.55-63
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    • 2006
  • In this paper, a Hangul recognition system using of Kohonen Network in the phoneme separation and learning is proposed. A Hangul consists of phoneme that are consists of strokes. The phoneme recognition and separation are very important in the recognition of character. So, the phonemes which mismatching has been happened are correctly separated through the learning of neural networks. also, learning rate($\alpha$) adjusted according to error, in order to solved that its decreased the number of iteration and the problem of local minimum, adaptively.

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Multi-Style License Plate Recognition System using K-Nearest Neighbors

  • Park, Soungsill;Yoon, Hyoseok;Park, Seho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2509-2528
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    • 2019
  • There are various styles of license plates for different countries and use cases that require style-specific methods. In this paper, we propose and illustrate a multi-style license plate recognition system. The proposed system performs a series of processes for license plate candidates detection, structure classification, character segmentation and character recognition, respectively. Specifically, we introduce a license plate structure classification process to identify its style that precedes character segmentation and recognition processes. We use a K-Nearest Neighbors algorithm with pre-training steps to recognize numbers and characters on multi-style license plates. To show feasibility of our multi-style license plate recognition system, we evaluate our system for multi-style license plates covering single line, double line, different backgrounds and character colors on Korean and the U.S. license plates. For the evaluation of Korean license plate recognition, we used a 50 minutes long input video that contains 138 vehicles of 6 different license plate styles, where each frame of the video is processed through a series of license plate recognition processes. From two experiments results, we show that various LP styles can be recognized under 50 ms processing time and with over 99% accuracy, and can be extended through additional learning and training steps.

An Intelligent NPC Framework for Context Awareness (상황인지를 위한 지능형 NPC 프레임워크)

  • Lee, Bong-Keun;Chung, Jae-Du;Ryu, Keun-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.9
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    • pp.2361-2368
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    • 2009
  • Recently AI(Artificial Intelligence) is one of the issues in the on-line game, a research that a game character seems to be realistic and is progressing using AI technique. Especially NPC is an important part of the AI researches of on-line game, and it is concerned by a game player and an architect. We proposed an intelligent agent framework to implement the NPC technique after studying the NPC technique using context awareness that reacts to the PC(Player Character) actively. Also, it can be developed gradually, and apply to various application because it has the capability to of adding an agent or deleting an agent easily.

Robust Stroke Extraction Method for Handwritten Korean Characters

  • Park, Young-Kyoo;Rhee, Sang-Burm
    • Proceedings of the IEEK Conference
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    • 2000.07b
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    • pp.819-822
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    • 2000
  • The merit of the stroke extraction algorithm is the ease of the feature abstraction from the skeleton of a character, But, extracting strokes from Korean characters has two major problems that must be dealt with. One is extracting primitive strokes and the other is merging or splitting the strokes using dynamic information of the strokes. In this paper, a method is proposed to extract strokes from an off-line handwritten Korean character. We have developed some stroke segmentation rules based on splitting, merging and directional analysis. Using these techniques, we can extract and trace the strokes in an off-line handwritten Korean character accurately and efficiently.

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Control of Intelligent Characters using Reinforcement Learning (강화학습을 이용한 지능형 게임캐릭터의 제어)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.8 no.5
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    • pp.91-97
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    • 2007
  • Game program had been classed by 3D or on-line game etc, and engine and game programming simply, But, game programmer's kind more classified new, Artifical Intelligence game programmer's role is important. This paper makes game character study and moved by intelligence using reinforcement learning algorithm. Fought with character enemy using developed game, Confirmed whether embodied game character is facile by intelligence, As result of an experiment, we know, studied character defends excellently than randomly moved character.

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A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

An Algorithm of the Sketch Effect on an Image (영상의 스케치 효과 알고리즘)

  • 김봉민;김진헌
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.163-166
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    • 2000
  • This paper presents an image processing algorithm which gives an sketch effect on the real image taken by CCD camera. The essence of the technique is the expression of shading by the line touch. Several line patterns are developed to emulate pencil drawings, fusains, Indian ink paintings. This algorithm is expected to be used for computer portraits, character development, and souvenirs.

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The perceptual span during reading Korean sentences (우리글 읽기에서 지각 폭 연구)

  • Choi, So-Young;Koh, Sung-Yrong
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.573-601
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    • 2009
  • The present study investigated the perceptual span during reading Korean, using the moving-window display change technique introduced by McConkie and Rayner(1975). Eight different window sizes were used in Experiment 1. They were 3, 5, 7, 9, 11, 13, 15 characters in size and the full line. Reading rate, number of fixation, saccadic distance, fixation duration were compared between each window-size condition and the full line condition. The reading rate was no higher in the full line condition than in the 15 character condition but was higher than in the other conditions. The number of fixations was no larger in the full line condition than in the 15 character condition, had a tendency to be larger than in the 13 characters condition, and was more than in the other conditions. The result pattern of the saccadic distance based on character was the same as that of the reading rate, and the saccadic distance based on the pixel was the same as that of the number of fixation. Similarly, for fixation duration, there was no differences between whole line condition and 15, 13, and 11 characters condition. The fixation duration had a tendency to be shorter in the 9 characters, and was shorter in the 7, 5, and 3 characters conditions than whole line condition. In Experiment 2, based on asymmetry of perceptual span, the 6 different window sizes(0, 1, 2, 3, 4 characters in size and the full line) were used. There was a difference only between the 0 condition and the other conditions in the reading rate, number of fixations, fixation duration. Considering the pattern of eye-movement measures above, the perceptual span of Korean readers extends about 6-7 characters to the right of fixation and 1 character to the left of fixation.

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A Study on Game Character Classification Based on Texture and Edge Orientation Feature (질감 및 에지 방향 특징에 기반한 게임 캐릭터 분류에 관한 연구)

  • Park, Chang-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1318-1324
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    • 2012
  • This paper proposes a novel method for Game character classification based on texture and edge orientation feature. The character dose not move(NPC) and move the character is classified. Classification of property within the character of straight line segments are used to extract features. First, the character inside edge feature extraction and then calculates EEDH, SSPD. The extracted attribute represents the energy of a particular direction. Thus, these properties were used to classify of NPC and Monster. The proposed method, the user can reduce the unnecessary time in the game.