• Title/Summary/Keyword: Intelligent Character

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Metrical Comparison of English Textbooks in East Asian Countries, the U.S.A. and U.K.

  • Ban, Hiromi;Ededrick, Toby;Oyabu, Takashi
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.508-512
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    • 2003
  • In 2000, the economy of Asia made a V-character type recovery from the currency and financial crisis in 1997. The increase in exports is assumed to be one of the causes. To negotiate with foreign countries, English must be indispensable in many cases. In this study, we investigated how English education is performed in East Asian countries while focusing on English textbooks. We metrically analyzed some textbooks used junior high schools and high school in Japan and Korea, and elementary schools in China and Singapore to compare them with U.S.A and U.K textbook. We investigated some characteristics of character-and word-appearance of English textbook using an exponential function. Moreover we derived the degree of difficulty far each material through the variety of words and their frequency on the basis of the required English vocabulary in Japanese junior high schools. As a result we could show at which level of U.S.A. or U.K the English textbooks used in East Asian countries are.

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An Elliptic Approach to Fuzzy Pattern Recognition

  • Karbou, Fatiha;Karbou, Fatima;Karbou, M.
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.272-277
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    • 1998
  • If we want to compare the form of two objects, the human vision takes into account the parameter's width/length/height at the same time. however, the machine needs to compare width then lengths and finally height. In each comparison the machine considers only one character. The goal of this paper is to imitate the human manner of comparison and recognition by using two or three characters instead of one during the comparison. The ellipse is a first approach of comparison because it provides us a general and a simple relation that can link two parameters that are the half axis of the ellipse. Indeed, we assimilate each character to a half axis of the ellipse and the result is a geometrical figure that varies according to values of the two characters.

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Emotional Head Robot System Using 3D Character (3D 캐릭터를 이용한 감정 기반 헤드 로봇 시스템)

  • Ahn, Ho-Seok;Choi, Jung-Hwan;Baek, Young-Min;Shamyl, Shamyl;Na, Jin-Hee;Kang, Woo-Sung;Choi, Jin-Young
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.328-330
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    • 2007
  • Emotion is getting one of the important elements of the intelligent service robots. Emotional communication can make more comfortable relation between humans and robots. We developed emotional head robot system using 3D character. We designed emotional engine for making emotion of the robot. The results of face recognition and hand recognition is used for the input data of emotional engine. 3D character expresses nine emotions and speaks about own emotional status. The head robot has memory of a degree of attraction. It can be chaIU!ed by input data. We tested the head robot and conform its functions.

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Methods of Classification and Character Recognition for Table Items through Deep Learning (딥러닝을 통한 문서 내 표 항목 분류 및 인식 방법)

  • Lee, Dong-Seok;Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.651-658
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    • 2021
  • In this paper, we propose methods for character recognition and classification for table items through deep learning. First, table areas are detected in a document image through CNN. After that, table areas are separated by separators such as vertical lines. The text in document is recognized through a neural network combined with CNN and RNN. To correct errors in the character recognition, multiple candidates for the recognized result are provided for a sentence which has low recognition accuracy.

Implementation of User Adapt ive Game Characters Using Fuzzy Clustering (퍼지 클러스터링을 이용한 사용자 적응형 게임 캐릭터의 구현)

  • 윤태복;이지형
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.04a
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    • pp.345-348
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    • 2004
  • 플레이어의 상대 역할을 수행하는 NPC(Non-Player Character)의 구현은 게임에서 재미요소를 좌우하는 중요한 부분이다. 일반적인 NPC는 설정된 값에 따라, 동일한 조건에 대해 동일하게 반응하므로 플레이어로 하여금 예측 가능하게 하여 게임의 재미를 저하시키는 요인이 된다. 따라서 플레이어의 행동과 수준에 대하여 지능적으로 적절히 반응하는 NPC 기술이 필요하다. 본 논문은 퍼지 플러스터링을 이용한 플레이어의 게임 성향을 기반으로 NPC의 행동 반응을 조절함으로써 게임에 동적인 반응을 보이며 플레이어의 수준에 적절히 반응하도록 하는 NPC 기법을 제안한다.

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PID Control with Fuzzy Compensation for Electric Power Generation Unit (보상형 퍼지알고리즘을 이용한 전력발전기의 PID 제어)

  • Hak Roh, Lee
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.10a
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    • pp.217-220
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    • 2004
  • Controller that is designed in this paper is form that apply PID controller about Fuzzy algorithm. Fuzzy Controller that using this paper is can speak that compensation style fuzzy controller as form to solidify action of PID controller for plant. This is not form that autotuning the each PID coefficient. We Apply and examined the response character to AGC(Automatic Generation Control) system using designed controller.

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A Study for agent-based Integration Framework in mobile environment (모바일 환경에서 에이전트를 이용한 설계자원의 통합)

  • 옥형석;이수홍
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1997.10a
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    • pp.193-196
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    • 1997
  • A mobile computing environment has many difference in character from conventional communication over wired network. These include very presents distributed design system based the mobile agent for mobile computing environment. To integrate design resource, we presented ISA(Integration Service Agent, which allows a designer to build integrated application using distributed resources, and to collaborative by exchanging service. Also we propose ICM(XML based Intelligent Connection Manger) using mobile agent. And suggested new intelligent data and process transfer architecture using ICM to implement an agent based design system in mobile environment.

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Implementation of communication system using signals originating from facial muscle constructions

  • Kim, EungSoo;Eum, TaeWan
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.4 no.2
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    • pp.217-222
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    • 2004
  • A person does communication between each other using language. But, In the case of disabled person, cannot communicate own idea to use writing and gesture. We embodied communication system using the EEG so that disabled person can do communication. After feature extraction of the EEG included facial muscle signals, it is converted the facial muscle into control signal, and then did so that can select character and communicate idea.

Meter Numeric Character Recognition Using Illumination Normalization and Hybrid Classifier (조명 정규화 및 하이브리드 분류기를 이용한 계량기 숫자 인식)

  • Oh, Hangul;Cho, Seongwon;Chung, Sun-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.1
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    • pp.71-77
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    • 2014
  • In this paper, we propose an improved numeric character recognition method which can recognize numeric characters well under low-illuminated and shade-illuminated environment. The LN(Local Normalization) preprocessing method is used in order to enhance low-illuminated and shade-illuminated image quality. The reading area is detected using line segment information extracted from the illumination-normalized meter images, and then the three-phase procedures are performed for segmentation of numeric characters in the reading area. Finally, an efficient hybrid classifier is used to classify the segmented numeric characters. The proposed numeric character classifier is a combination of multi-layered feedforward neural network and template matching module. Robust heuristic rules are applied to classify the numeric characters. Experiments using meter image database were conducted. Meter image database was made using various kinds of meters under low-illuminated and shade-illuminated environment. The experimental results indicates the superiority of the proposed numeric character recognition method.

Helper Classification via Three Dimensional Visualization of Character-net (Character-net의 3차원 시각화를 통한 조력자의 유형 분류)

  • Park, Seung-Bo;Jeon, Yoon Bae;Park, Juhyun;You, Eun Soon
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.53-62
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    • 2018
  • It is necessary to analyze the character that are a key element of the story in order to analyze the story. Current character analysis methods such as Character-net and RoleNet are not sufficient to classify the roles of supporting characters by only analyzing the results of the final accumulated stories. It is necessary to study the time series analysis method according to the story progress in order to analyze the role of supporting characters rather than the accumulated story analysis method. In this paper, we propose a method to classify helpers as a mentor and a best friend through 3-D visualization of Character-net and evaluate the accuracy of the method. WebGL is used to configure the interface for 3D visualization so that anyone can see the results on the web browser. It is also proposed that rules to distinguish mentors and best friends and evaluated their performance. The results of the evaluation of 10 characters selected for 7 films confirms that they are 90% accurate.