• Title/Summary/Keyword: Variety of Character

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Characterization of Androgenic and Gynogenic Doubled Haploids from Inbred Cultivars (연초의 약배양 및 종간교배에 의한 반수체 배가계통의 특성)

  • 금완수;이승철;김달웅
    • Journal of the Korean Society of Tobacco Science
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    • v.10 no.1
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    • pp.21-26
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    • 1988
  • Ten anther-derived doubled haploid (ADH) and 10 maternally-derived doubled haploid fines (MDH) from NC 2326 were evaluated in the field to compare their performance. Both anther-derived doubled haploid and maternally-derived doubled haploid lines were agronomically inferior to selfed parental variety for many parameters, but the degree of inferiority of the MDH lines were not significantly different from the selfed parental variety for any character investigated. The inferiority of the ADH lines were, however, significantly different from the selfed parental variety for yield, leaf length and width , and days to flower.

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Design of System for Character Recognition and Improvement of the tire side using a Laser Sensor (레이저 센서를 이용한 타이어 옆면 인식 및 개선 시스템 설계)

  • Jang, Hyun-young;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.267-270
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    • 2016
  • Currently, tire has a variety of information to know the information of the tire are displayed on the tire side. the market are marked with raised letters showing a variety of information relating to the tires. Such information enables people and tire related companies to distinguish between tires upon the information marked on the tires. Generally, people see the information including max press, manufacturing date, etc. Accordingly, studies on automated recognition of raised letters on tire by using image processing technology have been presented consistently. However, they lack a method for recognition of letters and improvement of the recognition. Moreover, the raised letters have been previously recognized through image processing. Further, to obtain the character recognition of a conventional side in video, it is suitably utilized the effects of lighting time of acquisition, so as part of the background and the character has a gray level values between approximately the same, is the part that is not relatively clear are many scattered. In this paper, we see the characters of the tire side using the laser sensor, recognition, was designed for character recognition of the tire side.

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Contents Analysis Frame of MMORPG (MMORPG 콘텐츠 분석틀)

  • Kim, Seo-Young;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.80-88
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    • 2006
  • This paper suggests frame of analysis about MMORPG and analyzes three representative games. That frame has seven categories and more divisional analysing items. The 7 categories are community orientation, PK orientation, convenient usability of item, variety of character, balance, convenience of interface, aesthetics of graphic and sound. As a result, We found that Lineage and WOW have many different characters and Ragnarok has the characters in-between Lineage and WOW.

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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Development of Character Goods Content Utilizing Marker-based Augmented Reality (마커기반 증강현실을 활용한 캐릭터 굿즈 콘텐츠 개발)

  • AHN CHAN JE
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.953-958
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    • 2024
  • Recently, there has been growing interest in the Fourth Industrial Revolution, with a particular focus on the advancement of augmented reality (AR) devices. However, there is a shortage of AR content. Augmented reality operates through marker-based and markerless methods. The marker-based approach involves using a camera to capture images that serve as markers, enhancing them through AR principles. To address the scarcity of AR content and improve the quality of character goods, this study proposes integrating AR technology into character goods. The character industry is expanding each year, leading to a diverse range of character goods. Character acrylic stands, among these goods, leverage game, webtoon, and animation character IPs for sales. To enhance the design process, we utilized the character image as a marker, allowing for the creation of content that aligns with the characteristics of the character IP. We selected a webtoon character and developed AR content, incorporating features such as voice, speech bubbles, and an introduction to the webtoon, tailored to the webtoon's characteristics. This study demonstrates the potential of AR to present visual and auditory information, paving the way for a variety of products, including diverse content. We anticipate that utilizing this research will lead to the emergence of products encompassing various contents.

A Study on Spatial Composition of Korean Architecture and Japanese Architecture (한국.일본건축의 공간구성 비교)

  • 김동영
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2002.11a
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    • pp.85-88
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    • 2002
  • Architectural space consists of the interior and the exterior. The layout and form of architectural space has a great variety of characters by region and culture. In other words, it can be understood which has a priority between the interior and the exterior in developing the layout and the form of architectural space. Belonging to the culture area of Chinese characters with Korea, Japan has maintained its own identity. It has an identity in the layout and form of architectural space as well. Therefore, the architecture and architectural theories of the two countries were compared and analyzed with priority given to the traditional architecture extending to the contemporary architecture, also the backgrounds of architecture and architectural theories of two countries were examined in this study. This study shows that each country has different characters in how to introduce nature, how to expand space and how to compose windows, including the view of nature and the cult of space. As a result, the space in Korean architecture has relatively the exterior-oriented character but in Japan architecture spatial character is interior-oriented. The interior-oriented character can be relevant to the word ‘reduction’ and the exterior-oriented character to ‘extension’ after all. Also it can be thought that each character has a great relation with climate and idea of people in power

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A study on Characteristics of Installation object Appeared in Interior of contemporary Commercial Space (현대 상업공간 실내에 나타난 설치적 오브제의 표현특성에 관한 연구)

  • Kim, Ki-Young;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.203-208
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    • 2008
  • Installation art in 20th century shows an expanded trend as a result of material, time, or spatial expansion of subject, therefore subjects could be either materials or non-materials. This trend says that three elements-objet, space, and spectator-is inseparable essence of installation art. Nowadays, the borderline between installation art and everyday human life is getting indistinctive, and both Installation art and human life are becoming a part of another. By adapting the flexibility of installation art into the interior space, more interaction could happen, therefore, people will recognize spatial and visual character of Interior space as a visually satisfying Installed object. The main goal of this study is to understand changing of spatial composition in consequence of expressional variety as a result of dispersion of spatial elements. Especially, this study gives a fundamental ideas about private character of installations art in commercial spaces and expressional character of modern installations.

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Character Recognition Algorithm using Accumulation Mask

  • Yoo, Suk Won
    • International Journal of Advanced Culture Technology
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    • v.6 no.2
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    • pp.123-128
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    • 2018
  • Learning data is composed of 100 characters with 10 different fonts, and test data is composed of 10 characters with a new font that is not used for the learning data. In order to consider the variety of learning data with several different fonts, 10 learning masks are constructed by accumulating pixel values of same characters with 10 different fonts. This process eliminates minute difference of characters with different fonts. After finding maximum values of learning masks, test data is expanded by multiplying these maximum values to the test data. The algorithm calculates sum of differences of two corresponding pixel values of the expanded test data and the learning masks. The learning mask with the smallest value among these 10 calculated sums is selected as the result of the recognition process for the test data. The proposed algorithm can recognize various types of fonts, and the learning data can be modified easily by adding a new font. Also, the recognition process is easy to understand, and the algorithm makes satisfactory results for character recognition.

A study on the examples and changes of wooden member terms in Yeonggeon-euigwe (영건의궤(營建儀軌)에 실린 목부재용어(木部材用語)의 용례(用例)와 변천(變遷)에 관(關)한 연구(硏究))

  • Kim, Jae-Ung;Lee, Bong-Soo
    • Journal of architectural history
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    • v.17 no.5
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    • pp.71-94
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    • 2008
  • This study examines the examples and changes of wooden member terms in Yeonggeon-euigwe(營建儀軌) in the era of Joseon Dynasty. As a result of examining examples, about 240 wood member terms were found on the basis of phonetic value and examples different from today's term use were also confirmed. Wood member terms were derived in variety and synonym and different style, that is, coexistence or transition of several notations as the term indicating the same member was found. Derivation of detail terms has the characteristic increasing on the basis of morpheme and formation of different notation followed Chinese notation or was caused by complex coinage features like a coined word of Korea by the meaning of a word and borrowed character notation borrowing sound and it is also related to the specificity of that time which had dual language system. The typical examples without different style for long were pillar, rafter, door and window. Examples with active generation and selection of different styles included beam, capital and bracket-system terms. Different styles were caused by the combination of several notations including borrowed character in the process of Chinese character notation borrowing sound, Korean unique character emphasizing and limiting combination of 木 (wood) with side of character and Chinese. Period showing remarkable change of example notation was the compilation of ${\ll}$the Hwa-Sung-Sung-Euk-Eui-Gue${\gg}$ 華城城役儀軌. ${\ll}$the Hwa-Sung-Sung-Euk-Eui-Gue${\gg}$ is the representative type uigwe made by printed type not by handicraft. Printing by type accompanies unification of the shape of a character necessarily and it was considered that it resulted in the unification of character of different style, the number of strokes and minute difference of strokes, and it was interpreted that common use of intentional notation with the unification of the shape of a character was achieved.

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3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.