• Title/Summary/Keyword: character variation

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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 (고지도(古地圖) 경조(京兆) 사대문(四大門)밖 지역 한자 이체자(異體字) 비교 연구)

  • Lee, Kyeong-Won
    • Cross-Cultural Studies
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    • v.21
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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.

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

  • Park, Seung-Bo;Baek, Yeong Tae
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.119-126
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    • 2013
  • In this paper, we propose and describe the system to visualize the story of contents such as movies and novels. Character-net is applied as story model in order to visualize story. However, it is the form to be accumulated for total movie story, though it can depict the relationship between characters. We have developed the system that analyzes and shows the variation of Character-net and characters' tendency in order to represent story variation depending on movie progression. This system is composed by two windows that can play and analyze sequential Character-nets by time, and can analyze time variant graph of characters' degree centrality. First window has a function that supports to find important story points like the scenes that main characters appear or meet firstly. Second window supports a function that track each character's tendency or a variation of his tendency through analyzing in-degree graph and out-degree. This paper describes the proposed system and discusses additional requirements.

Dimensional Hangeul Font (3차원 한글 Font에 관한 연구)

  • Ji, Kyung-Hee;Cho, Dong-Sub
    • Proceedings of the KIEE Conference
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    • 1989.07a
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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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A study on the Character of Water Quality according to the Flux in Pal-Dang Reservoir (팔당호 유량변동에 따른 수질특성에 관한 연구)

  • 김종민
    • Journal of environmental and Sanitary engineering
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    • v.10 no.1
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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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A Game Character's Ability Value Generation Method using Genetic Algorithm (유전 알고리즘을 활용한 게임 캐릭터 능력치 생성 방식)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.83-98
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    • 2018
  • The growth of a game character is represented by the addition and subtraction of the status value. The status factors are variously defined and used depending on the kind of games. In this paper, we propose how character 's status elements are defined and used. We also propose a method for assigning a status value when generating a character considering growth. This method is designed using genetic algorithms to link the growth of a character with an element of time and to generate a character with the appropriate status value according to the change of time. The proposed method is verified through experiments based on time variation.

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

  • Lee, Chang-Hoon;Cho, Seong-Eon;Kim, Tai-Hoon
    • Journal of Advanced Navigation Technology
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    • v.13 no.1
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    • pp.142-150
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    • 2009
  • It is very important to generate a simplified model from a complex 3D character in computer game. We propose a new method of extracting feature lines from a 3D game character. Given an unstructured 3D character model containing texture information, we use model feature map (MFM), which is a 2D map that abstracts the variation of texture and curvature in the 3D character model. The MFM is created from both a texture map and a curvature map, which are produced separately by edge-detection to locate line features. The MFM can be edited interactively using standard image-processing tools. We demonstrate the technique on several data sets, including, but not limited to facial character.

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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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    • v.16 no.1
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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.

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

  • 민미숙;양서영
    • Animal Systematics, Evolution and Diversity
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    • v.2 no.1
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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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    • v.5 no.3
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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.

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

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.