• 제목/요약/키워드: Space characters

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A novel, reversible, Chinese text information hiding scheme based on lookalike traditional and simplified Chinese characters

  • Feng, Bin;Wang, Zhi-Hui;Wang, Duo;Chang, Ching-Yun;Li, Ming-Chu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권1호
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    • pp.269-281
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    • 2014
  • Compared to hiding information into digital image, hiding information into digital text file requires less storage space and smaller bandwidth for data transmission, and it has obvious universality and extensiveness. However, text files have low redundancy, so it is more difficult to hide information in text files. To overcome this difficulty, Wang et al. proposed a reversible information hiding scheme using left-right and up-down representations of Chinese characters, but, when the scheme is implemented, it does not provide good visual steganographic effectiveness, and the embedding and extracting processes are too complicated to be done with reasonable effort and cost. We observed that a lot of traditional and simplified Chinese characters look somewhat the same (also called lookalike), so we utilize this feature to propose a novel information hiding scheme for hiding secret data in lookalike Chinese characters. Comparing to Wang et al.'s scheme, the proposed scheme simplifies the embedding and extracting procedures significantly and improves the effectiveness of visual steganographic images. The experimental results demonstrated the advantages of our proposed scheme.

게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구 (A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters)

  • 박찬익
    • 디지털융복합연구
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    • 제18권1호
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    • pp.271-276
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    • 2020
  • 본 연구에서는 게임 캐릭터의 조형적 형태가 플레이어의 몰입에 어느 정도의 영향을 미치는지에 대해 알아보기 위해 현재 국내에서 가장 많은 접속자를 기록하는 MMO 슈팅게임인 '배틀 그라운드' 와 MOVA 게임인 '리그 오브 레전드'를 중심으로 캐릭터의 조형적 특성을 비교하여 분석해 보았다. 분석 결과는 빠르게 진행되는 슈팅게임보다는 스토리텔링이 중요한 요소인 MOVA 게임이나 MMORPG 게임에서 캐릭터의 형태가 플레이어의 몰입도에 영향을 더 크게 주는 것으로 나타났다. 특히 캐릭터에 아이템을 더해주면서 레벨업을 시키는 게임의 경우에는 신체 비례가 일반적인 사람의 비율보다 길어진 8-9등신의 형태가 주류를 이루고 있음을 알 수 있다.

그림책 속에 나타난 도시 (Urban Life Represented in Children's Picture Books)

  • 현은자;윤현민;강다혜
    • 아동학회지
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    • 제29권1호
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    • pp.227-241
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    • 2008
  • This research explored contemporary cities and children's lives in picture books by a survey of 71 picture books published and translated into Korean from 1996 to 2006. These books represented city or urban life as their settings with children or personified animals as their main characters. They were classified by four categories. Results were the city space that most frequently appeared in the picture books were streets (73%) including downtown (38%) and back streets (6%). Emotions displayed by children in the city were mainly negative feelings (60%) including fear, worry, sadness, and boredom. The most important issue was alienation (28.5%). Main characters barely managed to cope with life in the city (76%).

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리모델링 과정을 통해 본 국내종합병원 병동부의 건축계획적 연구 (A Study on the Ward Planning in the Remodeling Process of Korea General Hospital)

  • 김상복;양내원
    • 의료ㆍ복지 건축 : 한국의료복지건축학회 논문집
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    • 제15권2호
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    • pp.39-50
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    • 2009
  • The purpose of this study is a presentation of long term strategies for hereafter hospital's remodeling and new constructions with grabbing in the characters of various spaces and ways of remodeling on wards which have been remodeled according to periods(the opening, before remodeling, after remodeling, new construction). The targets are three remodeled hospitals and four resent hospitals. And also the hospitals are divided as beds, additional hospital facilities, day room, doctor's and staff dining room, public space(corridor, core, duct) etc. The analEis of this study explains changes of wards through the characters expressed by remodeling on the specific functions (beds, additional hospital facilities, day room, doctor's and staff dining room, public space etc.) Following the research, the study has kept going to understanding of problems and limitations of improvement on remodeling wards. Finally, this researcher looked for suggestions on the planning of wards.

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제한된 화면공간에서의 메뉴설계 (Design of a menu on a limited screen space)

  • 곽지영;최재호;조항준;한성호
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 1994년도 춘계공동학술대회논문집; 창원대학교; 08월 09일 Apr. 1994
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    • pp.93-102
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    • 1994
  • An experiment was conducted to provide guidelines for the design a menu on a limited screen space. Printers, facsimiles, copiers, etc. usually employ a small LCD, which provides either 8 or 16 characters to present functions and system status. Menu type, menu structure, and experience in menu structure were manipulated by using a within-subjects experimental design. The results imply that design recommendations for a menu on a limited screen space should be different from those for an ordinary CRT screen.

현대 한국영화 속 공간의 모더니즘 특성에 관한 연구 (A Study on the Modernism Characteristics of Spaces in Contemporary Korean Cinemas)

  • 최효식;우승현;윤혜경
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.52-61
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    • 2013
  • This study set out to compare and analyze the spaces in the images and sets of the representative movies that led the new heyday of Korean film since 1997 and examine the characteristics of contemporary Korean modernism in the movies, thus building an academic foundation for future exchanges between contemporary Korean architecture and contemporary Korean cinema. As for methodologies, the study first examined the film theories on how to utilize spaces projected onto moving images. Secondly, the study made an overall comparison of the characteristics of spaces in the representative movies of contemporary Korean cinema since 1997. Finally, the study compared and analyzed them with the intrinsic characteristics of modernism architecture space. The research findings were as follows: first, the representative movies of contemporary Korean cinema since 1997 either had a backdrop of everyday modernism space in the 1970s and 1980s or created a new space of late or post modernism in them that escaped from daily life for the mise-en-$Sc\grave{e}ne$ composition. Secondly, the contemporary Korean cinemas used the unornamented modernism architecture in Korea as the props of revealing the personalities and emotional aspects of the characters in a prominent fashion. Thirdly, they also used communication between internal and external space and spatial severance via the facade window in modernism architecture as important devices for narration organization. Finally, they selected the camera positions by applying the principle of open space, which allows for the expansion, reduction, and distinction of space according to functions, and thus established a methodology to create a space fit for the personalities of characters and stories.

CombNET 신경망을 이용한 혼용 문서 인식 시스템의 구현 (An implementation of the mixed type character recognition system using combNET)

  • 최재혁;손영우;남궁재찬
    • 한국통신학회논문지
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    • 제21권12호
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    • pp.3265-3276
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    • 1996
  • 문자인식에 대한 연구는 주로 한글인식에 대해서만 이루어져 왔는데, 대부분의 문서는 한글 뿐만 아니라 여러 종류의 문자가 포함되어 있다. 따라서, 본 논문에서는 다중 크기, 다중 활자체, 다자종 문자가 포함되어 있는 한글문서를 인식할 수 있는 문자인식 시스템을 구현하였다. CombNET 구조를 갖는 신경회로망을 자종별로 구성하여, 문자인식시에 문자를 구별하지 않고 인식하는 방법을 제안하였다. CombNET 구조의 상단부를 차지하는 Kohonen의 SOFM 신경망을 이용하여 한글과 한자는 36개, 영숫자는 16개의 유형으로 분류하고 각 유형에 대해서 CombNET 구조의 하단부에 있는 BP 네트워크를 이용하여 문자인식을 수행하였다. 실험결과 학습 데이타에 대해서는 95.6%의 인식율을 나타내었고, 실제문서에 대해서도 92.6%의 인식율과 초당 10.3자의 인식속도를 보임으로써 제안된 인식 시스템의 유효성을 입증하였다.

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장이모우 영화에서 나타나는 공간의 상징성에 관한연구 (A Study on characteristics of symbolic spatial representation shown in Zhang Yimous's Films)

  • 윤나라;심은주
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 추계학술발표대회 논문집
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    • pp.84-88
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    • 2007
  • Movie has a light, colors, and texture in the space and a design. Movie is a ovation of the 3-dimensional reality with time and space. Just like a movie, a space can also express time, personality of characters and background stories. Symbolization of a space tells philosophy and emotions, making meaning of the space abundant and consistency in entire composition of the space. Expression of beauty through order of space inside proves meaning of space. Think that can do and present to production methodology of space design to universalize ureas through symbolic productions that is based on story.

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모션그래픽에서 다이내한 중국문자의 타이포그래되에 대한분석 (Analysis of Dynamic Chinese character Typography Design in Motion Graphics)

  • 부가륜;김해윤
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2014년도 추계 종합학술대회 논문집
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    • pp.329-330
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    • 2014
  • The continuous development of information technology had led people into the era of new media. New technologies, in its rapid development, have also produced impacts on traditional visual communication design. As an integral element in traditional visual communication design, Chinese characters have no longer confined to traditional paper media but turned to dynamic video space. In light of the changing globalization tendency, dynamic Chinese characters are producing increasing influences in motion graphics. It is an inevitable trend in character typography design that visual communication will make a breakthrough in the traditional expression boundary. This paper analyzes the influence of dynamic Chinese characters upon motion graphics in view of typography and style, and puts forward with the typography design that can conform to the development of the time, spread information and express emotions in a better way.

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Behavioral Ethogram에 의한 전시관람 행동분석 (An Analytic Study On Visitor′s Behavior in Museum Exhibition Space through Ethogram - Focusing on the Case of Museums in Korea -)

  • 최준혁;임채진
    • 한국실내디자인학회논문집
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    • 제13권3호
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    • pp.171-178
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    • 2004
  • A thesis presented on the study of visitors circulation character, and components in an exhibition space in museums. A behavior ethogram is an investigational tool of tracing examination of visitors. An exhibition layout and behavior characters of exhibition viewing in the configuration of exhibition space are planned by using the method of the behavior ethogram. As time goes by an expansion of a museums concept and changing roles are more extroversive and constructive than the past. It will reflect the phases of the times and show several different aspects. The reflection of the changing circumstance will have to examine an each relationship between exhibition data, exhibition spaces and visitors In the beginning of a plan of the museum. However, the study of a unique behavior pattern and character which are made by moving visitors themselves are quietly not enough studied. The exhibition layout which is considerably examined by the viewing behavior of visitors in act response and a following circulation of viewing have a lack of precise directions and examples. In short, this study ultimately represents to grasp the meaning of the behavior characters of viewing. Furthermore, the basic directions in the museums plan are carefully considered by the reflection of exhibition circulation.