• Title/Summary/Keyword: Computer Character

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Research Activities for Cyber Characters in Korea

  • Lee, Ee-Taek;Park, Chan-Jong;Park, Jung-Jo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.11-14
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    • 1999
  • The forthcoming century will be the "era of cyber society" . In a virtual environment, a cyber character plays the role of an agent for the human being. In this paper, we introduce active researches of industries, universities, and research institutes in Korea. After Adam Soft Inc. presented a cyber singer,“Adam”, a few cyber characters have succeeded commercially through Internet, TV, CF, movies and etc. Some universities had their own characters to make fundamental researches in the fields of modeling, motion control, and VR. Research institutes have been funded recently to a cyber character related researches. This paper briefly reviews the recent research works, and future trends in Korea. in Korea.

Character Region Detection using Edge Features of Character and Character String in Signboard Image (문자 및 문자열의 에지 특징을 이용한 표시판 이미지에서 문자영역 검출)

  • Park, Jong-Cheon;Hwang, Dong-Guk;Jun, Byoung-Min
    • Proceedings of the KAIS Fall Conference
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    • 2008.05a
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    • pp.212-214
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    • 2008
  • 자연이미지에 포함된 안내 표시판은 많은 유용한 정보를 포함하고 있으므로 이를 효과적으로 검출하여 문자인식시스템과 연동될 수 있다면 다양한 응용분야에서 활용될 수 있다. 그러므로 본 논문에서는 문자 및 문자열의 에지 특징을 이용하여 표시판이미지로부터 문자영역을 검출하는 방법을 제안한다. 캐니-에지 검출기로 에지를 검출하여 에지 이미지를 생성한다. 에지 이미지를 레이블링을 하여 연결요소 성분을 추출한다. 레이블 영역에서 문자와 문자열 에지 특징을 분석하여 후보 문자영역으로 추출한다. 후보 문자영역에 대한 검증을 수행함으로서 최종적인 문자영역을 검출한다. 제안한 방법은 다양한 종류의 자연이미지를 대상으로 실험하였고, 자연이미지에서 기울어진 문자영역과 다양한 크기의 문자를 갖는 문자영역을 효과적으로 검출하였다.

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Luxo character control using deep reinforcement learning (심층 강화 학습을 이용한 Luxo 캐릭터의 제어)

  • Lee, Jeongmin;Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.1-8
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    • 2020
  • Motion synthesis using physics-based controllers can generate a character animation that interacts naturally with the given environment and other characters. Recently, various methods using deep neural networks have improved the quality of motions generated by physics-based controllers. In this paper, we present a control policy learned by deep reinforcement learning (DRL) that enables Luxo, the mascot character of Pixar animation studio, to run towards a random goal location while imitating a reference motion and maintaining its balance. Instead of directly training our DRL network to make Luxo reach a goal location, we use a reference motion that is generated to keep Luxo animation's jumping style. The reference motion is generated by linearly interpolating predetermined poses, which are defined with Luxo character's each joint angle. By applying our method, we could confirm a better Luxo policy compared to the one without any reference motions.

The Instructional Design of Information Communication Ethics Based on Integrated Character of Lickona (리코나의 통합적 인격을 적용한 정보통신윤리 수업 설계)

  • Ryu, Ji-Min;Kim, Kil-Mo;Cho, Seong-Hwan;Kim, Seong-Sik
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.329-339
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    • 2010
  • This study has been pointed out that Information Communication Ethics Education has been mentioned only about a cognitive factor. Then the purpose of this study is verify the effects through the Instructional design of Information Communication Ethics that was compensate the problem. To achieve this, it was included all the cognitive, emotional and active factor of Integrated Character by Thomas Lickona. It has been modified that Information Communication Ethics Test of Lee Chae Young(2009) to be included all the factors of Integrated Character to verify the designed instruction. It has been designed that each steps included the component of Integrated Character using Gerlach & Ely systematic instruction model then, the designed instruction has been applied to the secondary school and verified the effectiveness. As a result, it has been proved that Experimental group is more effective than Control group.

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Case Study on Disney Animation's Character Pipeline (디즈니 애니메이션 캐릭터 파이프라인 사례 연구)

  • Paik, Ji-Won
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.491-499
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    • 2011
  • Though there has been great advances in films' computer graphics both in technical and artistic side, there is still a big gap between computer graphics (a.k.a CG) studios in South Korea and major CG studios in US. Therefore, in this research, based on working experience at Disney Animation and information from working professionals in major CG studios, this paper analyzes strengths and weakness of character pipeline that major CG studios have by using examples and then suggest what CG studios in South Korea need. Steps of research process is to analyze what CG studios in South Korea developed, what are the strengths and weakness of Disney's character pipeline system and how these strengths can be applied to CG studios in South Korea.

Cyber Character Implementation with Recognition and Synthesis of Speech/lmage (음성/영상의 인식 및 합성 기능을 갖는 가상캐릭터 구현)

  • Choe, Gwang-Pyo;Lee, Du-Seong;Hong, Gwang-Seok
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.5
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    • pp.54-63
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    • 2000
  • In this paper, we implemented cyber character that can do speech recognition, speech synthesis, Motion tracking and 3D animation. For speech recognition, we used Discrete-HMM algorithm with K-means 128 level vector quantization and MFCC feature vector. For speech synthesis, we used demi-syllables TD-PSOLA algorithm. For PC based Motion tracking, we present Fast Optical Flow like Method. And for animating 3D model, we used vertex interpolation with DirectSD retained mode. Finally, we implemented cyber character integrated above systems, which game calculating by the multiplication table with user and the cyber character always look at user using of Motion tracking system.

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License Plate Recognition System Using Artificial Neural Networks

  • Turkyilmaz, Ibrahim;Kacan, Kirami
    • ETRI Journal
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    • v.39 no.2
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    • pp.163-172
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    • 2017
  • A high performance license plate recognition system (LPRS) is proposed in this work. The proposed LPRS is composed of the following three main stages: (i) plate region determination, (ii) character segmentation, and (iii) character recognition. During the plate region determination stage, the image is enhanced by image processing algorithms to increase system performance. The rectangular license plate region is obtained using edge-based image processing methods on the binarized image. With the help of skew correction, the plate region is prepared for the character segmentation stage. Characters are separated from each other using vertical projections on the plate region. Segmented characters are prepared for the character recognition stage by a thinning process. At the character recognition stage, a three-layer feedforward artificial neural network using a backpropagation learning algorithm is constructed and the characters are determined.

A study on the Character Correction of the Wrongly Recognized Sentence Marks, Japanese, English, and Chinese Character in the Off-line printed Character Recognition (오프라인 인쇄체 문장부호, 일본 문자, 영문자, 한자 인식에서의 오인식 문자 교 정에 관한 연구)

  • Lee, Byeong-Hui;Kim, Tae-Gyun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.1
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    • pp.184-194
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    • 1997
  • In the recent years number of commercial off-line character recognition systems have been appeared in the Korean market. This paper describes a "self -organizing" data structure for representing a large dictionary which can be searched in real time and uses a practical amount of memory, and presents a study on the character correction for off-line printed sentence marks, Japanese, English, and Chinese character recognition. Self-organizing algorithm can be recommenced as particularly appropriate when we have reasons to suspect that the accessing probabilities for individual words will change with time and theme. The wrongly recognized characters generated by OCR systems are collected and analyzed Error types of English characters are reclassified and 0.5% errors are corrected using an English character confusion table with a self-organizing dictionary containing 25,145 English words. And also error types of Chinese characters are classified and 6.1% errors are corrected using a Chinese character confusion table with a self-organizing dictionary carrying 34,593 Chinese words.ese words.

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A Study on Character Recognition using Wavelet Transformation and Moment (웨이브릿 변환과 모멘트를 이용한 문자인식에 관한 연구)

  • Cho, Meen-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.49-57
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    • 2010
  • In this thesis, We studied on hand-written character recognition, that characters entered into a digital input device and remove noise and separating character elements using preprocessing. And processed character images has done thinning and 3-level wavelet transform for making normalized image and reducing image data. The structural method among the numerical Hangul recognition methods are suitable for recognition of printed or hand-written characters because it is usefull method deal with distortion. so that method are applied to separating elements and analysing texture. The results show that recognition by analysing texture is easily distinguished with respect to consonants. But hand-written characters are tend to decreasing successful recognition rate for the difficulty of extraction process of the starting point, of interconnection of each elements, of mis-recognition from vanishing at the thinning process, and complexity of character combinations. Some characters associated with the separation process is more complicated and sometime impossible to separating elements. However, analysis texture of the proposed character recognition with the exception of the complex handwritten is aware of the character.

An Agent-based System for Character Motion Animation Control (캐릭터 동작 애니메이션 제어를 위한 에이전트 시스템)

  • Kim, Ki-Hyun;Kim, Sang-Wook
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.467-474
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    • 2001
  • When user wants to animate more than one character, some unexpected motion animation like a collision between characters may occur. Therefore, this problem must be resolved using a proper control mechanism. Therefore, this problem must be resolved using a proper control mechanism. This paper proposes an agent-based system that controls the motion animation of the character for representing animation scenario reflecting user\`s intention. This system provides a method that coordinates a type of motion and avoids collision between characters according to the moving path of a character in three-dimensional space. Agent communicates with others for motion synchronization. Agent is extended into several intelligent agents that coordinate character\`s motion. Agent system enables not only an intended motion animation, but also the scheduling of motion to an entire character animation. It designs automata model using Petri-net analysis tool for the agent\`s interaction as a method that passes the agent\`s information and infers the current state of agents. We implement this agent system to control the motion of character using agent technology and show an example of controlling the motion of human character model to prove the possiblity of motion control.

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