• Title/Summary/Keyword: character variation

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고지도(古地圖) 경조(京兆) 사대문(四大門)밖 지역 한자 이체자(異體字) 비교 연구 (A comparative study about the variant form of the Chinese character in the five sorts of old maps drawing outside of the four main gates of old Seoul including DeDongYei-jido)

  • 이경원
    • 비교문화연구
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    • 제21권
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    • pp.213-254
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    • 2010
  • The goal of this thesis is to make a comparative study about the variant form of the Chinese character in the five sorts of old maps drawing outside of the main gates of old map including DeDongYei-jido. The main task of this thesis can be classified under three heads - (1) introducing the literature of comparative study in the five sorts of old maps including DeDongYei-jido (2) classification of variant form in the five sorts of old maps (3) characteristic of variant form in the five sorts of old maps. In this thesis, aspect of variant form is classified under six head - (1) variation of the whole shape of the character (2) taking place the variation in both sides of Chinese character (3) taking place the variation in part (4) taking place variation in the strokes of the Chinese character (5) misusing different characters (6) changing different characters. This thesis explains some characteristic of variant form - (1) simplification of the shape of characters (2) using the Hou-qi-zi(後起字, Chinese character which is actually the same but made the next) (3) replacing the overlapped both sides of Chinese character with omit mark (4) a wrongly written character (5) discovering the variant form such as variant form of 廣, 广 variant form of 廛, variant form of 院 which was not recorded in Chinese literature. From now on, there should be some collections of variant form of Korean style and study. we are going to have to standardize aspect of variation and rule of variant form in old maps until we have to make some ways to recognize the block letter.

등장인물들의 시간적 관계 변화에 기초한 스토리 가시화에 관한 연구 (A Study of Story Visualization Based on Variation of Characters Relationship by Time)

  • 박승보;백영태
    • 한국컴퓨터정보학회논문지
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    • 제18권3호
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    • pp.119-126
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    • 2013
  • 본 논문에서는 영화나 소설과 같이 스토리를 갖는 콘텐츠에 대해 스토리를 가시화해서 보여주는 시스템에 대해 제안하고 설명한다. 스토리를 가시화 해주기 위해 등장인물들 간의 관계를 모형화 하는 Character-net 방법론을 스토리 모형으로 적용하였다. 하지만 Character-net은 전체 스토리를 누적된 형태로 표현하기 때문에 스토리 진행에 따른 변화를 보여주기 한계가 있다. 이의 개선을 위해 Character-net의 변화와 등장인물들의 변화를 분석하여 보여주는 시스템을 개발하였다. 시스템은 Character-net 변화 실행 및 분석창과 등장인물 중심성 변화 시계열 그래프 창으로 구성하였다. 두 가지 창을 통해 주요 등장인물들이 처음 등장하거나 처음 만나는 장면과 같은 등장인물들 사이에서 나타나는 주요 변화지점을 찾는 기능과 인디그리와 아웃디그리의 변화 패턴을 통해 등장인물의 성향이나 성향의 변화를 추적할 수 있도록 지원하는 기능을 구현하였다. 본 논문에서는 이러한 스토리 가시화 시스템에 대해 설명하고 추가적으로 필요한 사항들에 대해 논의한다.

3차원 한글 Font에 관한 연구 (Dimensional Hangeul Font)

  • 지경희;조동섭
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1989년도 하계종합학술대회 논문집
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    • pp.477-480
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    • 1989
  • In this paper, we introduce the three-dimensional Korean character display by using 2D fonts and character depth. Character segments are designed by the set of vertex at run time. Character depth is applied for 3D visualization. And, the variation of eye-point and distance of object is used for 3D character animation.

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팔당호 유량변동에 따른 수질특성에 관한 연구 (A study on the Character of Water Quality according to the Flux in Pal-Dang Reservoir)

  • 김종민
    • 환경위생공학
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    • 제10권1호
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    • pp.12-24
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    • 1995
  • I tried to evaluate the reason of the monthly variation of water quality according to the hydrologic character of Pal- dang reservoir inflow variation. The result of this study is as below; 1 ) COD, BOD, Total- nitrogen and Total- phosphate concentration increase generally according to the flux and Total- phosphate concentration is the most affected item by flux. 2) COD, BOD, Total- nitrogen and Total- phosphate concentration increase according the flux, but they begin to decrease at the below point ; COD · 1,154 CMS, BOD : 1,007 (CMS cubicmeter per second ) and Inflow- Concentration interrelation formula is as below; table omitted.

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유전 알고리즘을 활용한 게임 캐릭터 능력치 생성 방식 (A Game Character's Ability Value Generation Method using Genetic Algorithm)

  • 노해선;이대웅
    • 한국게임학회 논문지
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    • 제18권4호
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    • pp.83-98
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    • 2018
  • 게임 캐릭터의 성장은 능력 수치의 가감으로 표현되는데, 이때 능력 요소는 게임에 따라 다양하게 정의되고, 사용된다. 본 논문에서는 캐릭터의 능력 요소가 어떻게 정의되고 사용되는지 알아보고, 캐릭터의 생성할 때, 능력 수치를 부여하는 방식에 대해 제안하고자 한다. 본 방식은 캐릭터의 성장을 시간이라는 요소와 연결하여 시간의 변화에 맞추어 캐릭터가 적합한 능력 수치를 가지고 생성되도록 유전 알고리즘을 활용하여 디자인한다. 시간의 변화에 맞춘 실험을 통해 제안한 방식의 유효성을 검증한다.

게임 캐릭터를 위한 폴리곤 모델 단순화 방법 (Polygonal Model Simplification Method for Game Character)

  • 이창훈;조성언;김태훈
    • 한국항행학회논문지
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    • 제13권1호
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    • pp.142-150
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    • 2009
  • 컴퓨터 게임에서 사용하는 복잡한 3차원 캐릭터 모델을 단순한 모델로 만드는 것은 매우 중요하다. 제안 방법은 3차원 게임 캐릭터에서 특징선을 추출하여 모델을 단순화 시키는 새로운 방법에 대해 제안한다. 주어진 3차원 캐릭터 모델은 텍스처 정보를 포함하고 있다. 3차원 캐릭터 모델에서의 텍스처 및 곡률의 변동을 이용해서 2차원 맵인 모델특징맵(Model Feature Map)을 생성한다. 모델특징맵은 곡률 맵(curvature map)과 텍스처 맵(texture map)으로부터 생성되며, 본 맵을 통해 에지 추출 기법을 이용하여 특징선을 추출한다. 모델특징맵은 표준 영상처리툴을 이용해 쉽게 편집할 수 있다. 실험을 통하여 본 알고리즘의 효율성을 보여주며, 실험은 얼굴 캐릭터에 한정하지 않는다.

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Low-Quality Banknote Serial Number Recognition Based on Deep Neural Network

  • Jang, Unsoo;Suh, Kun Ha;Lee, Eui Chul
    • Journal of Information Processing Systems
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    • 제16권1호
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    • pp.224-237
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    • 2020
  • Recognition of banknote serial number is one of the important functions for intelligent banknote counter implementation and can be used for various purposes. However, the previous character recognition method is limited to use due to the font type of the banknote serial number, the variation problem by the solid status, and the recognition speed issue. In this paper, we propose an aspect ratio based character region segmentation and a convolutional neural network (CNN) based banknote serial number recognition method. In order to detect the character region, the character area is determined based on the aspect ratio of each character in the serial number candidate area after the banknote area detection and de-skewing process is performed. Then, we designed and compared four types of CNN models and determined the best model for serial number recognition. Experimental results showed that the recognition accuracy of each character was 99.85%. In addition, it was confirmed that the recognition performance is improved as a result of performing data augmentation. The banknote used in the experiment is Indian rupee, which is badly soiled and the font of characters is unusual, therefore it can be regarded to have good performance. Recognition speed was also enough to run in real time on a device that counts 800 banknotes per minute.

한국산 버들치속(Genus Moroco) 어류 2 종의 분류.분포 및 지리적 변이에 관하여 (Classification , Distribution and Geographic Variation of Two Species of the Genus Moroco in Korea)

  • 민미숙;양서영
    • Animal Systematics, Evolution and Diversity
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    • 제2권1호
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    • pp.63-78
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    • 1986
  • Two species of Moroco oxycephalus and M. lagowskii were studied to examine patterns of genic variation and morphological difference within and between populations of two species, and to clarify their taxonomic status and geographic distribution. The number of scales above lateral line(SAL) was the key character to classify these species. On the average, M.lagowskii had 22 or more SAL whereas M.oxycephalus had 20 or less. Previously known character of the position of dorsal fin was found to be not appropriate to distinguish them. Five loci, Gp, st-1, Est-2, Est-3 and Got-1 , showed fixed difference electrophoretically between two species and these could be used as genetic markers to identify them. The degree of genic variation of M. oxycephalus was four fold higher(H=0.032) than that of M. lagowskii(H=0.008) but both species were far less than the average genic variation of freshwater fish in general. Rogers' genetic similarity coefficients between two species were S=0.692 and their presumed divergent time was estimated to be sbout 1.8million years ageo. Detailed survey of the geographic distribution of thses revealed that M.lagowskii was distributed in northeastern part of South Korea(Ganseong , Gangreung, Wangsan, and Oggye) and M. oxycephalus was occupied rest of the peninsula. The distrance between Oggye, the southern limit of M. lagowskii distribution , and Samwha (near Samcheog), the northern limit of M.oxycephalus, was aobut 15 Km apart and no symparty was found in between.

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Analysis on the special quantitative variation of dot model by the position transform

  • Kim, Jeong-lae;Kim, Kyung-seop
    • International Journal of Advanced Culture Technology
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    • 제5권3호
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    • pp.67-72
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    • 2017
  • Transform variation technique is constituted the vibration status of the flash-gap recognition level (FGRL) on the distribution recognition function. The recognition level condition by the distribution recognition function system is associated with the scattering vibration system. As to search a position of the dot model, we are consisted of the distribution value with character point by the output signal. The concept of recognition level is composed the reference of flash-gap level for variation signal by the distribution vibration function. For displaying a variation of the FGRL of the maximum-average in terms of the vibration function, and distribution position vibration that was the a distribution value of the far variation of the $Dis-rf-FA-{\alpha}_{MAX-AVG}$ with $5.74{\pm}1.12$ units, that was the a distribution value of the convenient variation of the $Dis-rf-CO-{\alpha}_{MAX-AVG}$ with $1.64{\pm}0.16$ units, that was the a distribution value of the flank variation of the $Dis-rf-FL-{\alpha}_{MAX-AVG}$ with $0.74{\pm}0.24$ units, that was the a distribution value of the vicinage variation of the $Dis-rf-VI-{\alpha}_{MAX-AVG}$ with $0.12{\pm}0.01$ units. The scattering vibration will be to evaluate at the ability of the vibration function with character point by the distribution recognition level on the FGRL that is showed the flash-gap function by the recognition level system. Scattering recognition system will be possible to control of a function by the special signal and to use a distribution data of scattering vibration level.

RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현 (Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character)

  • 강현아;김미진
    • 한국콘텐츠학회논문지
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    • 제7권5호
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    • pp.63-71
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    • 2007
  • 본 논문에서는 플레이어의 감정 이입을 위한 게임 캐릭터 디자인 방법으로 RPG 장르의 능력치 변화량에 따라 인간의 감정 요소가 적용된 게임 캐릭터 걷기 동작을 구현하였다. 인간의 얼굴 표정에서 나타나는 기본적인 감정 요소와 캐릭터 애니메이션에서 감정 요소가 적용된 걷기 동작을 분석해 보고, RPG 장르의 능력치 요소와의 상관관계를 통해 인간의 감정 요소가 적용된 걷기 동작을 8가지 형태로 분류하였다. 이것을 RPG 게임 캐릭터 중 인간의 외형적인 특징과 가장 유사한 기사 캐릭터에 적용시켜 능력치 변화량에 따라 달라지는 걷기 동작을 구현하였다. 인간의 감정 요소가 적용된 게임 캐릭터를 플레이어가 직접 제어함으로써 플레이어의 게임 캐릭터에 대한 감정 이입 효과가 높아질 것이고 게임에 대한 몰입도가 증가할 것으로 예상된다.