• 제목/요약/키워드: character Frequency

검색결과 352건 처리시간 0.027초

주파수 특성과 역전파 신경망 알고리즘을 이용한 문자 영역 분할 방법 (A method for Character Segmentation using Frequence Characteristics and Back Propagation Neural Network)

  • 전병태;송치양
    • 한국컴퓨터정보학회논문지
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    • 제11권4호
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    • pp.55-60
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    • 2006
  • 문자 영역 추출을 위해서 FFT와 신경망을 이용한 방법을 본 논문에서 제안하고자 한다. 일반적으로 문자 영역은 고주파 영역에서 발견되므로 FFT를 이용하여 이 특징을 추출할 수 있다. 문자(고 주파) 영역과 비 문자(저 주파) 영역을 신경망에 학습을 시킨다. 신경망에 고주파 영역을 입력으로써 후보 영역을 추출한다. 그리고 최종 문자 영역은 후보 영역 검증을 통하여 추출된다. 실험 결과 후보 영역 추출은 학습된 경우 100% 추출율을 보여주고 있으며, 검증을 통한 후보 영역 추출율은 95%임을 알 수 있었다. 제안된 알고리즘의 장점은 알고리즘의 단순성과 실시간 처리에 있다.

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문자 인식 후처리를 위한 형태소 분석기와 문자 교정기의 구현 (Implementation of morphologica analyzer and spelling corrector for charcter recognition post-processing)

  • 이영화;김규성;김영훈;이상조
    • 전자공학회논문지C
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    • 제34C권5호
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    • pp.82-92
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    • 1997
  • In this paper, we propose post-rpocessing method that corrects a misrecognized character by generated a characater recognizer using morphological analyzer and spelling corrector. The proposed post-processing consists of sthree phases : First, our method pass through morhological analyzer which only outputted necessary information for spelling correcting, doesn't analyze a bundle of phrases, and detects the location of misrecognized character. Second, tagging the generated candidate character using the information of character substitution table and grapheme substitution/separating table. Then we retry analysis after the misrecognition character has been substituted. Finally we select table, we investigate misrecognized charcters in CORPUS. Reliability analysis used to frequency of randomly selected about 100,000 words in CORPUS. A korean character recognizer demonstrates 93% correction rate without a post-processing. The entire recognition rate of our system with a post-processing exceeds 97% correction rate.

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환상그림책의 등장인물에 대한 유아들의 반응 (Children's Responses to the Characters of Fantasy Picture Books)

  • 채종옥
    • 한국보육지원학회지
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    • 제9권6호
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    • pp.243-265
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    • 2013
  • 본 연구는 개별적으로 환상그림책을 읽어주는 동안 그림책에 대한 반응의 주체자인 유아가 그림책의 등장인물에 대해 어떻게 반응하고 있는지를 유아들의 질문과 코멘트에 대한 분석을 통해 알아보고자 하는데 목적이 있다. 연구 대상은 만 5세 유아 54명이며, 연구 도구로는 환상그림책 9권이 사용되었다. 분석 내용은 환상그림책의 등장인물에 대한 유아들의 질문과 코멘트의 빈도 및 각각의 반응유형, 등장인물에 대한 선호 근거를 분석한 것이다. 분석 결과, 첫째, 환상그림책의 등장인물에 대해 유아들은 질문하기 보다는 코멘트 하는 빈도가 3배 이상 높은 것으로 나타났다. 둘째, 환상그림책의 등장인물에 대해 유아들은 '평가적 질문'을 가장 많이 하였고, 다음이 '상상적 질문'을 많이 한 것으로 나타났다. 이 두 가지 질문 유형에 비해 '몰입적 질문'과 '개인적 질문' 빈도는 매우 낮았다. 셋째, 환상그림책의 등장인물에 대해 유아들은 '평가적 코멘트'를 가장 많이 하였고, 다음이 '상상적 코멘트', '몰입적 코멘트', '개인적 코멘트' 순으로 나타났다. 넷째, 환상그림책의 등장인물 선호 근거로 '등장인물의 외형'을 제시한 경우가 가장 많았고, 다음이 '등장인물에 대한 주관적 느낌', '등장인물의 역할', '등장인물의 특성'의 순으로 나타났으며, '등장인물의 성'을 제시한 경우는 한 명 밖에 없었다. 이와 같은 연구 결과는 향후 유아교육현장 교사들의 그림책 읽어주기 전략의 계획 실행과 그림책에 대한 유아들의 반응 증진을 위한 전략 연구에 도움을 제공할 수 있을 것이다.

타인의 정서 및 행동 추론 시 아동의 개인화된 추론 (Children's Personalized Inferences when Reasoning about Other's Emotion or Behavior)

  • 정하나;이순형
    • 가정과삶의질연구
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    • 제24권2호
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    • pp.15-26
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    • 2006
  • The purposes of this study were (1) to investigate children's personalized inferences of characters emotional reactions depending on character's personality trait, emotional situation, children's age and gender, (2) to investigate children's personalized inferences of character's behavioral reactions depending on character's personality trait, emotional situation, children's age and gender, (3) to investigate differences between children's personalized inferences of character's emotional reaction and that of character's behavioral reactions. The subjects were 103 children from three age groups (thirty-four 3-year-olds, thirty-three 5-year-olds and thirty-six 7-year-olds). The statistical methods adopted for the data analysis were frequency, percentile, mean, standard deviation, repeated measure ANOVA and paired t-test. The result showed that there were significant differences in children's personalized inferences of character's emotional reaction depending on character's personality trait, emotional situation and their age. There were significant differences in children's personalized inferences of character's behavioral reaction depending on children's age and gender. There were significant differences between personalized inferences of character's emotional reaction and behavioral reactions.

디즈니 애니메이션 악당 캐릭터의 색채분석 (Color Analysis of Disney Animation Villain Characters)

  • 성례아;김혜성
    • Journal of Information Technology Applications and Management
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    • 제28권6호
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

유튜브 댓글을 통해 살펴본 버추얼 인플루언서에 대한 인식 연구 -캐릭터 디자인에 대한 긍부정 감성 반응을 중심으로- (A Study on Perceptions of Virtual Influencers through YouTube Comments -Focusing on Positive and Negative Emotional Responses Toward Character Design-)

  • 안효선;김지영
    • 한국의류학회지
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    • 제47권5호
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    • pp.873-890
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    • 2023
  • This study analyzed users' emotional responses to VI character design through YouTube comments. The researchers applied text-mining to analyze 116,375 comments, focusing on terms related to character design and characteristics of VI. Using the BERT model in sentiment analysis, we classified comments into extremely negative, negative, neutral, positive, or extremely positive sentiments. Next, we conducted a co-occurrence frequency analysis on comments with extremely negative and extremely positive responses to examine the semantic relationships between character design and emotional characteristic terms. We also performed a content analysis of comments about Miquela and Shudu to analyze the perception differences regarding the two character designs. The results indicate that form elements (e.g., voice, face, and skin) and behavioral elements (e.g., speaking, interviewing, and reacting) are vital in eliciting users' emotional responses. Notably, in the negative responses, users focused on the humanization aspect of voice and the authenticity aspect of behavior in speaking, interviewing, and reacting. Furthermore, we found differences in the character design elements and characteristics that users expect based on the VI's field of activity. As a result, this study suggests applications to character design to accommodate these variations.

집합주택에 있어서 중간영역의 물리적 특성에 따른 유아활동, 인지, 자립성에 관한 연구 (A Study on the Outdood Activity, Cognition, Independent Behavior of Infant according to the Physical Character of the Intermediate-Territory at the Group Houses)

  • 박윤금
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 1994년도 학술발표대회논문집 하
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    • pp.79-84
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    • 1994
  • The purpose of this study is to find out the relation between the outdoor activity and independent behavior of infant and the physical charater of the intermediate-territory. Another purpose is to find out the estimate of infant smother to the intermediate-territory as the space of the infant's outdoor life. As the result of this study, the following points are confirmed :1) The outdoor activity. cognition. independent behavior of infant is affected by the physical character of the intermediate-territory.2) The time and frequency of outdoor activity is affected by the physical character of the intermediate-territory. 3) The cognition and the boundary of outdoor activity are affected by the physical character of the intermediate-territory.4) The time of independent behavior is affected by the physical character of the intermediate-territory.5) The estimate of infant's mother to the intermediate-territory as the space of infant’s activity is very bad. Therefore the physical environment of intermediate-territory is very poor.

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집합주택 중간영역의 물리적 특성별 유아의 활동 , 인지 , 자립성에 관한 연구 (A Study on the Outdoor Activity , Cognition , Independent Behavior of Infant according to the Physical Character of the Intermediate-Territory at the Group Houses)

  • 박윤금
    • 한국주거학회논문집
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    • 제6권2호
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    • pp.43-49
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    • 1995
  • The purpose of this study is to find out the relation between the outdoor activity and independent behavior of infant and the physical charater of the intermediate-territory. Another purpose is to find out the estimate of infant's mother to the intermediate-territory as the space of the infant's outdoor life. As the result of this study, the following points are confirmed: 1) The outdoor activity, cognition, independent behavior of infant is affected by the physical character of the intermediate-territory. 2) The time and frequency of outdoor activity is affected bu the physical character of the intermediate-territory. 3) The cognition and the boundary of outdoor activity are affected by the physical character of the intermediate-territory. 4) The time of independent behavior is affected by the physical character of the intermediate-territory. 5) The estimate of infant's mother to the intermediate-territory as the space of infant's activity is very bad. The physical environment of intermediate-territory is very poor.

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패션상품에 활용된 캐릭터에 대한 소비자의 선호도와 구매행동 분석 (An Analysis of Consumer Preference and Purchasing Behavior for the Character Image Used in Fashion Commodity)

  • 백경실;유태순
    • 한국의류학회지
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    • 제26권5호
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    • pp.561-572
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    • 2002
  • This study was intended to examine the consumer preference and purchasing behavior far the character image used in fashion commodies. The subjects were 491 high school and college female students. The data were analysed using factor analysis, MANOVA, ANOVA and frequency analysis. The results of questionnaire survey were as follows; 1. Both groups of high school and college female students showed to have similar images toward 9 characters included in the study. 2. College female students had higher preference to Tweety, Bunny than high school girls. But, high school students showed higher preference for Hello Kitty, Pazama Sister's and Dalki, than college students. 3. There was no significant difference between the groups in interest, purchase intention, purchase reason, purchasing items, types of shops, and information sources. But, college students seemed to do less planned purchasing and more impulsive buying compared to high school students.

캐릭터 애니메이션 기반 모바일 외국어 어휘 학습 앱 효과 분석 (An Analysis on Learning Effects of Character Animation Based-Mobile Foreign Language Vocabulary Learning App)

  • 김인숙;최민서;고혜영
    • 한국멀티미디어학회논문지
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    • 제21권12호
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    • pp.1526-1533
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    • 2018
  • This study aims to provide implications for mobile foreign language vocabulary learning app by analyzing the effects of mobile vocabulary learning app based on character animation. For this purpose, we applied the learning application designed with character animation and text, and the application designed with text only to two groups of learners, and analyzed the effect. As a result, we found that application designed with character animation and text was useful in recognition frequency and duration concerning learning. Regarding learning outcomes, we found that it is useful not only in memory but also in learning interest and motivation. This study provides implications for learning method and design development of mobile-based foreign language vocabulary learning application which actively using recently.