• Title/Summary/Keyword: character generation

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Malaysian Vehicle License Plate Recognition in Low Illumination Images (저 조도 영상에서의 말레이시아 차량 번호판 인식)

  • Kim, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.19-26
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    • 2013
  • In the Malaysian license plates, alphabets and numerals which are made by plastic, are adhered to a frame as embossing style and occasionally characters in horizontal, vertical directions are aligned with narrow space. So the extraction of character stroke information can be hard in the vehicle images of low illumination intensity. In this paper, Malaysian license plate recognition algorithm for low illumination intensity image is proposed. DoG filtering based character stroke generation method is introduced to derive exact connected components of strokes in the vehicle image of low illumination intensity. After localization of plate by connected component analysis, characters are segmented and recognized. Algorithm is experimented for the 6,046 vehicle images captured in Kuala Lumpur by IR camera without using any special light during day and night. The experimental results show that recognition accuracy of plates is 96.1%.

Platform Independent Game Development Using HTML5 Canvas (HTML5 캔버스를 이용한 플랫폼 독립적인 게임의 구현)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3042-3048
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    • 2014
  • Recently, HTML5 have drawn many people's attention since it is considered as a next-generation web standard and can implement a lot of graphic and multimedia-related techniques on a web browser without installing programs separately. In this paper, we implement a game independent of platforms, such as iOS and Android, using the HTML5 canvas. In the game, the main character can move up, down, left, and right not to collide with neighboring enemies. If the character collides with an enemy, the HP (hit point) gauge bar reduces. On the other hand, if the character obtains heart items, the gauge bar increases. In the future, we will add various items to the game and will diversify its user interfaces by applying computer vision techniques such as various gesture recognition.

The FE-MCBP for Recognition of the Tilted New-Type Vehicle License Plate (기울어진 신규차량번호판 인식을 위한 FE-MCBP)

  • Koo, Gun-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.5
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    • pp.73-81
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    • 2007
  • This paper presents how to recognize the new-type vehicle license plate using multi-link recognizer after extract the features from characters. In order to assist this task, this paper proposed FE-MCBP to recognize each character that got through image preprocess, extract range of vehicle license plate and extract process of each character. FE-MCBP is the recognizer based on the features of the character, The recognizer is employed to identify the new-type vehicle licence plates which have both the hangul and the arabic numeral characters. And its recognition rate is improved 9.7 percent than the back propagation recognizer before. Also it makes use of extract of linear component and region coordinate generation technology to normalize a image of the tilted vehicle license plate. The recognition system of the new-type vehicle license plate make possible recognize a image of the tilted vehicle license plate when using this system. Also, this system can recognize the tilted or imperfect vehicle licence plates.

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Semantic Virtual Environment Generation and Navigation Control for 3D Games (3차원 게임을 위한 시맨틱 가상환경 생성과 네비게이션 제어)

  • Jang, Hyun-Duk;Lee, Jae-Moon;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.209-214
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    • 2007
  • In conventional game systems, virtual environments usually have just the role of a background without the direct relationships for game characters. nev do not consider the semantics about virtual environments. In this paper, we develop a game navigation system that provides semantic information about virtual environments including geographical, historical or my other location-dependent information. Then, the game character obtains the geographical location and its related information when it navigates through a virtual environment. It can be an implementation method for a semantic virtual environment because it can have the environment maintain its semantics depending on the specific location. In addition, we describe a method that can control a character's motion in the semantic virtual environment interactively, and that can input specific information according to the location of the character.

Generation of Humanoid Walking Motion Adapted to the Ground's Sliding Properties (지면의 미끄러운 정도에 따른 캐릭터의 걷기 동작 생성)

  • Lee KumHee;Song MiYoung;Cho HyungJe
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.157-166
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    • 2005
  • In 3D virtual environment the description of character' s movement that has utilized the conventional key-frame technique is gradually being developed toward the application of motion control method to generate more realistic and natural motion. Even the motion control method, however, has the limitation for expression of character's motion adapted to the ground properties of virtual world. That is, the walking motions of character are not only, for the most part, so uniform simple and repeated often as to feel to be tedious, but also the unnatural motion in which the tips of the toes soak through a plane or float in the air discording with the conditions of terrain lowers the semblance of reality. This paper proposes an adaptive motion control method for human figure locomotion in virtual environments or games, in which the walking motion is dynamiccally adapted to the ground's sliding properties. We compute an optimal parameters for one cycle of walking motion adapted to the ground properties by combining the coefficient of friction and centripetal force, and therefrom we induce a set of nonskid speed corresponding to various sliding properties of the ground.

How to Use EVT Figures for Actor Voice Training I (배우 음성 훈련을 위한 EVT 구조연습 활용방안 I)

  • Lee, Young-Su
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.136-148
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    • 2021
  • In this study, the theoretical principle and structural practice of Estill Voice Training model that enables independent control of voice organs in the actor's acting art using voice as a medium of artistic expression. Its purpose is to explore the positive utility that can be applied to operation. The research on the speech science methodology that controls the differences in speech output due to the principle of the generation organ is a reality that has not been actively introduced in Korea compared to the existing actor's speech training that encompasses both the mind and the body. Voice can guarantee the accuracy and stability of operation when an understanding of our body is preceded based on anatomical physiology as well as contribute to the characterization of the character's phonetic character an element of character creation. Considering the training model through proprioception in actor voice training has practical value and alternative significance that the actor can be sought as a principle and practical methodology in the process of generating a series of target sounds.

Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.

A Supervised Learning Framework for Physics-based Controllers Using Stochastic Model Predictive Control (확률적 모델예측제어를 이용한 물리기반 제어기 지도 학습 프레임워크)

  • Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.1
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    • pp.9-17
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    • 2021
  • In this paper, we present a simple and fast supervised learning framework based on model predictive control so as to learn motion controllers for a physic-based character to track given example motions. The proposed framework is composed of two components: training data generation and offline learning. Given an example motion, the former component stochastically controls the character motion with an optimal controller while repeatedly updating the controller for tracking the example motion through model predictive control over a time window from the current state of the character to a near future state. The repeated update of the optimal controller and the stochastic control make it possible to effectively explore various states that the character may have while mimicking the example motion and collect useful training data for supervised learning. Once all the training data is generated, the latter component normalizes the data to remove the disparity for magnitude and units inherent in the data and trains an artificial neural network with a simple architecture for a controller. The experimental results for walking and running motions demonstrate how effectively and fast the proposed framework produces physics-based motion controllers.

Awareness and social psychological phenomenon for the elderly -The Structural Analysis of the film 'Miss Granny'- (노인에 대한 인식과 사회심리현상 -영화 '수상한 그녀'의 구조분석-)

  • Lee, Hyun-Sim;Han, Eun-Hwa
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.283-294
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    • 2015
  • Through the film 'Miss Granny', we analyzed a variety of structures. Social awareness of the cultural content of the film shown in the form of elderly social psychology, combination of approaches, role structural analysis of the people around centered the main character, acceleration structure analysis of the people around, the atmosphere structural analysis according to the environment of the people around. By these analysis, the elderly mentality was noticed by sociological theory related to the elderly. The formation of negative stereotypes and perceptions in what young people have a bias and unconscious, conscious discrimination against the elderly was mentioned in conclusion. Because the positive changes in recognition of the elderly is necessary, collective prejudice should be eliminated. The social atmosphere composition that can empathize with the sentiment of the elderly in the pursuit of youth and the necessity to develop generation integrated social programs with that younger generation and older generation sympathize together were suggested. were heartfelt suggested.

Synthesis and Nonlinear Optical Properties of Novel T-type Polyester Containing Thiophene with Enhanced Thermal Stability

  • No, Hyo-Jin;Cho, You-Jin;Lee, Ju-Yeon
    • Bulletin of the Korean Chemical Society
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    • v.31 no.2
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    • pp.429-434
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    • 2010
  • A novel T-type polyester 7 containing 1-(2,5-dioxyphenyl)-2-{5-(1,2,2-tricyanovinyl)-2-thienyl}ethenes as nonlinear optical (NLO) chromophores, which are part of the polymer backbone, was prepared and characterized. Polyester 7 is soluble in common organic solvents such as dimethylsulfoxide and N,N-dimethylformamide. It showed a thermal stability up to $300^{\circ}C$ in thermogravimetric analysis thermogram and the glass-transition temperature ($T_g$) obtained from differential scanning calorimetry thermogram was around $113^{\circ}C$. The second harmonic generation (SHG) coefficient ($d_{33}$) of poled polymer films at 1,560 nm fundamental wavelength was around 1.85 pm/V. The dipole alignment exhibits a greater thermal stability even at $10^{\circ}C$ higher than $T_g$, and there is no SHG decay below $125^{\circ}C$ due to the partial mainchain character of the polymer structure, which is acceptable for nonlinear optical device applications.