• Title/Summary/Keyword: real character

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Real-Time Vehicle License Plate Recognition System Using Adaptive Heuristic Segmentation Algorithm (적응 휴리스틱 분할 알고리즘을 이용한 실시간 차량 번호판 인식 시스템)

  • Jin, Moon Yong;Park, Jong Bin;Lee, Dong Suk;Park, Dong Sun
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.9
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    • pp.361-368
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    • 2014
  • The LPR(License plate recognition) system has been developed to efficient control for complex traffic environment and currently be used in many places. However, because of light, noise, background changes, environmental changes, damaged plate, it only works limited environment, so it is difficult to use in real-time. This paper presents a heuristic segmentation algorithm for robust to noise and illumination changes and introduce a real-time license plate recognition system using it. In first step, We detect the plate utilized Haar-like feature and Adaboost. This method is possible to rapid detection used integral image and cascade structure. Second step, we determine the type of license plate with adaptive histogram equalization, bilateral filtering for denoise and segment accurate character based on adaptive threshold, pixel projection and associated with the prior knowledge. The last step is character recognition that used histogram of oriented gradients (HOG) and multi-layer perceptron(MLP) for number recognition and support vector machine(SVM) for number and Korean character classifier respectively. The experimental results show license plate detection rate of 94.29%, license plate false alarm rate of 2.94%. In character segmentation method, character hit rate is 97.23% and character false alarm rate is 1.37%. And in character recognition, the average character recognition rate is 98.38%. Total average running time in our proposed method is 140ms. It is possible to be real-time system with efficiency and robustness.

The facial expression generation of vector graphic character using the simplified principle component vector (간소화된 주성분 벡터를 이용한 벡터 그래픽 캐릭터의 얼굴표정 생성)

  • Park, Tae-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.9
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    • pp.1547-1553
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    • 2008
  • This paper presents a method that generates various facial expressions of vector graphic character by using the simplified principle component vector. First, we analyze principle components to the nine facial expression(astonished, delighted, etc.) redefined based on Russell's internal emotion state. From this, we find principle component vector having the biggest effect on the character's facial feature and expression and generate the facial expression by using that. Also we create natural intermediate characters and expressions by interpolating weighting values to character's feature and expression. We can save memory space considerably, and create intermediate expressions with a small computation. Hence the performance of character generation system can be considerably improved in web, mobile service and game that real time control is required.

Design of a Padding Algorithm Using the Pad Character Length (패딩 문자열 길이 정보를 이용한 패딩 알고리즘 설계)

  • Jang, Seung-Ju
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1371-1379
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    • 2006
  • This paper suggests the padding algorithm using padding character length to concatenate more than one string without side-effect. Most existing padding algorithms padding null character in the empty location could not discriminate the real string from the padded character. To overcome this problem, in this paper, the padded character contains pad character length information. This mechanism is working better than NULL or '00' padding cases. The suggested padding algorithm could be effective for data encryption and decryption algorithms.

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A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.45-50
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    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

An Interactive Character Animation and Data Management Tool (대화형 캐릭터 애니메이션 생성과 데이터 관리 도구)

  • Lee, Min-Geun;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.8A no.1
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    • pp.63-69
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    • 2001
  • In this paper, we present an interactive 3D character modeling and animation including a data management tool for editing the animation. It includes an animation editor for changing animation sequences according to the modified structure of 3D object in the object structure editor. The animation tool has the feature that it can produce motion data independently of any modeling tool including our modeling tool. Differently from conventional 3D graphics tools that model objects based on geometrically calculated data, our tool models 3D geometric and animation data by approximating to the real object using 2D image interactively. There are some applications that do not need precise representation, but an easier way to obtain an approximated model looking similar to the real object. Our tool is appropriate for such applications. This paper has focused on the data management for enhancing the automatin and convenience when editing a motion or when mapping a motion to the other character.

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Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

Character Segmentation and Recognition Algorithm for Various Text Region Images (다양한 문자열영상의 개별문자분리 및 인식 알고리즘)

  • Koo, Keun-Hwi;Choi, Sung-Hoo;Yun, Jong-Pil;Choi, Jong-Hyun;Kim, Sang-Woo
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.58 no.4
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    • pp.806-816
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    • 2009
  • Character recognition system consists of four step; text localization, text segmentation, character segmentation, and recognition. The character segmentation is very important and difficult because of noise, illumination, and so on. For high recognition rates of the system, it is necessary to take good performance of character segmentation algorithm. Many algorithms for character segmentation have been developed up to now, and many people have been recently making researches in segmentation of touching or overlapping character. Most of algorithms cannot apply to the text regions of management number marked on the slab in steel image, because the text regions are irregular such as touching character by strong illumination and by trouble of nozzle in marking machine, and loss of character. It is difficult to gain high success rate in various cases. This paper describes a new algorithm of character segmentation to recognize slab management number marked on the slab in the steel image. It is very important that pre-processing step is to convert gray image to binary image without loss of character and touching character. In this binary image, non-touching characters are simply separated by using vertical projection profile. For separating touching characters, after we use combined profile to find candidate points of boundary, decide real character boundary by using method based on recognition. In recognition step, we remove noise of character images, then recognize respective character images. In this paper, the proposed algorithm is effective for character segmentation and recognition of various text regions on the slab in steel image.

The Analysis of Body-Image on the On-Line Game Lineage II Character Fashion (온라인 게임 리니지II 캐릭터 패션에 나타난 바디 이미지 분석(分析))

  • Jin, Kyung-Ok;Seo, Jung-Lip
    • Journal of Fashion Business
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    • v.8 no.5
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    • pp.144-154
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    • 2004
  • The purpose of this study is to consider the characteristics of character's body-image throughout the on-line games and with this study we researched the symbolic meaning reflected by the character's body-images throughout the fashion. The characteristics of the body-images presented in modern fashion is expressed in 4 features on Lineage II game. First, it adopts the ways in which modern fashion expresses the erotic image and represents various sexual stimulation, which can not be represented in the real world, in cyberspace. Second, it expresses the beauty and taste in sensitivity by exchanging the items, which are the features of body-image, each other as the neutral body-image and pursuits for the double side feature between males and females by dismantling the point of view to sex. Third, it shows the new value system different from the existing one by using extraordinary items and materials that you've never seen in real fashion as the abnormal body-image expressed in informal and inaccurate principal of deformation. Fourth, it show the body with the items which induces more interest and curiosity than the real world do as the humorous body-image accompanying with childish amusement and pleasure.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.