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A Unicode based Deep Handwritten Character Recognition model for Telugu to English Language Translation

  • BV Subba Rao;J. Nageswara Rao;Bandi Vamsi;Venkata Nagaraju Thatha;Katta Subba Rao
    • International Journal of Computer Science & Network Security
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    • v.24 no.2
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    • pp.101-112
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    • 2024
  • Telugu language is considered as fourth most used language in India especially in the regions of Andhra Pradesh, Telangana, Karnataka etc. In international recognized countries also, Telugu is widely growing spoken language. This language comprises of different dependent and independent vowels, consonants and digits. In this aspect, the enhancement of Telugu Handwritten Character Recognition (HCR) has not been propagated. HCR is a neural network technique of converting a documented image to edited text one which can be used for many other applications. This reduces time and effort without starting over from the beginning every time. In this work, a Unicode based Handwritten Character Recognition(U-HCR) is developed for translating the handwritten Telugu characters into English language. With the use of Centre of Gravity (CG) in our model we can easily divide a compound character into individual character with the help of Unicode values. For training this model, we have used both online and offline Telugu character datasets. To extract the features in the scanned image we used convolutional neural network along with Machine Learning classifiers like Random Forest and Support Vector Machine. Stochastic Gradient Descent (SGD), Root Mean Square Propagation (RMS-P) and Adaptative Moment Estimation (ADAM)optimizers are used in this work to enhance the performance of U-HCR and to reduce the loss function value. This loss value reduction can be possible with optimizers by using CNN. In both online and offline datasets, proposed model showed promising results by maintaining the accuracies with 90.28% for SGD, 96.97% for RMS-P and 93.57% for ADAM respectively.

The Project and Prospects of Old Documents Information Systems in Korea (한국 고문헌 정보시스템의 구축 및 전망)

  • Kang Soon-Ae
    • Journal of the Korean Society for Library and Information Science
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    • v.31 no.4
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    • pp.83-112
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    • 1997
  • The purpose of this paper Is to describe the matters to plan the best information systems in Korean old books. It analyzes: i) a range of definition of old books, ii) its characteristics and current state of processing the old documents, iii) the scope of automation and building up the library institution, iv) the construction of Korean old books Information systems, v) its case study, and vi) the evaluation and vision of system. The old document information system have been organized on the basis of library networks systems with the National Central Library as leader, its implemented system has the subsystem such as cataloging system, annotation system, full-text or image-based system, and retrieval system. In case study, it is suggested two examples which has been built in the National Central Library and Sung Kyun Kwan university. finally, it provides the evaluation criteria and vision for the library which designs the old document information systems.

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A Study on the Perception of Corona19 Period Play Culture Based on Big Data Analysis

  • Jung, Seon-Jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.196-203
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    • 2020
  • In this study, we tried to explore the actual direction for the play culture by looking at the social perception of the change of play culture due to the Corona 19 using big data analysis. For this research, we used Textom, a website specializing in collecting big data, and collected 10,216 data using keywords of "Corona + Play," "Play Culture" and "Leisure" from January 19, 2020 to September 30, 2020, when the first confirmed case of Corona 19 occurred in Korea on various portal sites at home and abroad. The results of this paper showed that the social perception of the play culture in Corona 19 was 51.61%, not much different from the negative image of 48.15%. It is necessary to develop a play culture program that can identify people's various desires and emotions under the premise that situations similar to the current With Corona period and Corona19 can occur at any time, and find mental and physical stability and vitality in unstable situations. In addition, the results of this study can be used as basic data for the development of play culture policies or programs, with the significance that this study helped vitalize big data utilization research in the fields of play, leisure, and culture.

Development of Chatbot Using Q&A Data of SME(Small and Medium Enterprise) (소상공인들의 고객 문의 데이터를 활용한 문의응대 챗봇의 개발 및 도입)

  • Shin, Minchul;Kim, Sungguen;Rhee, Cheul
    • Journal of Information Technology Services
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    • v.17 no.3
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    • pp.17-36
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    • 2018
  • In this study, we developed a chatbot (Dialogue agent) using small Q & A data and evaluated its performance. The chatbot developed in this study was developed in the form of an FAQ chatbot that responds promptly to customer inquiries. The development of chatbot was conducted in three stages : 1. Analysis and planning, 2. Content creation, 3. API and messenger interworking. During the analysis and planning phase, we gathered and analyzed the question data of the customers and extracted the topics and details of the customers' questions. In the content creation stage, we created scenarios for each topic and sub-items, and then filled out specific answers in consultation with business owners. API and messenger interworking is KakaoTalk. The performance of the chatbot was measured by the quantitative indicators such as the accuracy that the chatbot grasped the inquiry of the customer and correctly answered, and then the questionnaire survey was conducted on the chatbot users. As a result of the survey, it was found that the chatbot not only provided useful information to the users but positively influenced the image of the pension. This study shows that it is possible to develop chatbots by using easily obtainable data and commercial API regardless of the size of business. It also implies that we have verified the validity of the development process by verifying the performance of developed chatbots as well as an explicit process of developing FAQ chatbots.

A Study of Card News on Instagram (인스타그래머블 카드뉴스 연구)

  • Kim, Saenanseul;Kim, Dongwhan
    • Journal of Korea Multimedia Society
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    • v.23 no.8
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    • pp.1049-1058
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    • 2020
  • 'Instagrammable' is a new term which means a photo or a series of pictures are worth posting on Instagram. Since Instagram is an image-oriented social media platform, it is important to give users proper awareness through images in order to be an instagrammable post. In this study, we explored the proper delivery method of messages within instagrammable posts through the use of hashtags(#). Specifically, we paid attention to the use of 'Card News', which involves a series of images that form a short narrative. Hashtags play an important role that they often describe sharing intention of the post, and we found analyzing the use of hashtags in Card News posts is a good indicator of users' Instagram activities. Currently, there are more than 580k posts are found with the search keyword Card News, and the number is increasing. In this study, we collected and analyzed more than 50k hashtags on Instagram to explore how news stories are posted from both the general users and news media accounts. Furthermore, we conducted interviews with journalists to analyze how news media are making use of Instagram as a legitimate place to share news stories with impact.

DNA Sequence Visualization with k-convex Hull (k-convex hull을 이용한 DNA 염기 배열의 가시화)

  • Kim, Min Ah;Lee, Eun Jeong;Cho, Hwan Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.2
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    • pp.61-68
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    • 1996
  • In this paper we propose a new visualization technique to characterize qualitative information of a large DNA sequence. While a long DNA sequence has huge information, it is not easy to obtain genetic information from the DNA sequence. We transform DNA sequences into a polygon to compute their homology in image domain rather than text domain. Our program visualizes DNA sequences with colored random walk plots and simplify them k-convex hulls. A random walk plot represents DNA sequence as a curve in a plane. A k-convex hull simplifies a random work plot by removing some parts of its insignificant information. This technique gives a biologist an insight to detect and classify DNA sequences with easy. Experiments with real genome data proves our approach gives a good visual forms for long DNA sequences for homology analysis.

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Design method of Animation Emoticons for Non-Verbal Expression of Emotion (비언어적 감정표현을 위한 애니메이션 이모티콘의 제작방향 제시)

  • Ann, Seong-Hye;Youn, Se-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.200-204
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    • 2006
  • They use emoticons as assistance to express their emotion on CMC communications. Emoticons have been developed into diverse forms like text emoticon, image emoticon, animation emoticon. However emoticons represent the emotion only in simple way, not in specific because the shortage of grouping expressions of the emotion. So, the emoticons used nowadays should be grouped specifically in order to help produce the modulated animation emoticons those are able to represent the feeling in specific and diverse way and be used conveniently. Therefore, this thesis is going to propose the design method of a new kind of animation emoticons those can make what animation emoticons used nowadays are not able to through the grouping and analyzing expression images according to faces, gesture(hand), and backgrounds(decoration) focused on the animation emoticons in messenger programs.

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A study of investigation and improvement to classification for oriental medicine in search portal web site (검색포털 지식검색에 대한 한의학분류체계 조사 및 개선방안 연구)

  • Kim, Chul
    • Journal of the Korean Institute of Oriental Medical Informatics
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    • v.15 no.1
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    • pp.1-10
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    • 2009
  • In these days everyone search the information easily with the Internet as the rapid distribution and active usage of the Internet. The search engines were developed specially to accuracy of information retrieval. User search the information more quickly and variously with them. The search portal system will be embossed with representation and basic services. The Internet user needs the result of text, image and video, knowledge search. The keyword based search is used generally for getting result of the information retrieval and another method is category based search. This paper investigates the classification of knowledge search structure for oriental medicine in market leader of search portal system by ranking web site. As a result, each classification system is unified and there is a possibility of getting up a many confusion to the user who approaches with classification systematic search method. This treatise proposed the improved oriental medicine classification system of internet information retrieval in knowledge search area. if the service provider amends about the classification system, there will be able to guarantee the compatibility of data. Also the proper access path of the knowledge which seeks is secured to user.

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Development of Virtual Classroom for Computer System Architecture based on the Flash ActionScript (플래시 액션스크립트 기반의 컴퓨터 시스템 구조 가상 학습실 개발)

  • Seo Ho-Joon
    • Journal of Engineering Education Research
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    • v.7 no.4
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    • pp.16-21
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    • 2004
  • According to the appearance of various virtual websites using multimedia technologies for engineering education, the internet applications in engineering education have drawn much interests. But unidirectional communication, simple text/image based webpages and tedious learning process without motivation etc. have made the lowering of educational efficiency in cyberspace. Thus, to cope with these difficulties this paper presents a web-based educational Flash movies based on ActionScript language for understanding the principles of the computer system architecture. The proposed Flash movies provides the improved learning methods which can enhance the interests of learners. The results of this paper can be widely used to improve the efficiency of cyberlectures in the cyber university. Several sample Flash movies are illustrated to show the validity of the proposed learning method.

The Semiotic Meaning of Myth of Family and Gender Through the Corporate Advertisement: Focusing on the SK Advertisement (기업광고를 통해 본 가족신화와 젠더의 기호학적 의미: SK기업광고를 중심으로)

  • Cho, Hee-Sun;Baek, Seon-Gi;Yang, Da-Jin
    • Journal of the Korean Home Economics Association
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    • v.48 no.9
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    • pp.27-40
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    • 2010
  • This study attempts to identify the process in which how the Myth of family and gender image are reproduced and taken in by the recipients through semiotics analysis of three versions consisting of children, husband and housewife series of SK corporate's TV advertisements from the last half of year 2009 to the first half of year 2010. The analysis of the corporate advertisements shows that each advertisement binds and stereotypes concept of family and gender to Myth of family, especially case of female, and consequently, the result through text analysis is that corporate advertisements reproduce and restructure traditional Myth of family and role of gender. Going forward, Family study requires to realize importance of effect of mass media, especially of TV advertisement, to research diverse case studies and searching about it.