• Title/Summary/Keyword: Multimedia Representation

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An Optimized Font Design for Hunminjeongeum Representation (훈민정음 표현을 위한 최적 폰트 설계)

  • Kim, Kyoungwook;Byun, Jeongyong
    • Annual Conference on Human and Language Technology
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    • 2008.10a
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    • pp.53-57
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    • 2008
  • 1987년 정보교환용 부호가 완성음절형 부호계로 개정되면서 한글 음절 표현은 극히 제한되어 컴퓨터상에서 한글의 표현은 제약을 받게 되었다. 1446년 훈민정음이 공포된 후로 목판, 활자시대를 지나서 타자기를 만나면서 한자와 다른 길을 걸어왔다. 특히 컴퓨터시대가 되면서 한글은 타자 이상의 적합성을 가지고 있지만 훈민정음 창제원리에 대한 이해부족으로 음절문자로 분류하여 완성음절형 부호를 지원하게 됨에 따라서 많은 문제를 야기하고 있다. 국제표준인 유니코드에는 세가지 종류의 부호가 반영되어 있는데 음절문자 중심의 부호화이므로 훈민정음의 특성을 해치는 일이며 또한 한글의 과학성을 부정하는 일이기도 하다. 본 논문은 훈민정음 창제원리에 입각하지 않음으로 생긴 문제에 대한 근본적인 해결책으로 훈민정음을 표현하는 최적 폰트 설계 방안을 검토하고 현행의 한글부코드표준의 개선 방향을 제시하고자 한다.

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The EMFG representation of timer-relays (타이머 릴레이의 EMFG 표현)

  • 김종민;정안나;여정모
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05c
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    • pp.10-15
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    • 2002
  • 확장된 마크흐름선도(EMFG : Extended Mark Flow Graph)는 시스템의 동시성이나 병렬성을 잘 표현할 수 있는 방향성 그래프이다. 이를 이용하여 시스템을 모델링하면 개념설계가 가능하고, 상세 동작분석이 용이해짐으로 이산제어시스템이나 시퀀스 제어회로등을 설계할 때 사용될 수 있는 도구이다. 기존 EMFG에서는 타이머에 대한 표기 방법이 미비하여 타이머를 많이 사용하는 분야인 시퀀스제어 설계 및 릴레이 회로의 표현에는 많은 어려움이 있다. 본 논문에서는 타이머 릴레이들의 동작에 대하여 생성지연-소멸 트랜지션, 생성-소멸지연 트랜지션과같이 이중바로 표기된 새로운 트랜지션을 도입하였다. 새로운 트랜지션을 이용하면 타이머들의 동작을 분명하게 표현할 뿐만 아니라 EMFG의 표현을 알고리듬할 수 있다. 그러므로 복잡한 시스템을 모델링할 때 제안된 트랜지션을 이용하면 효율적인 모델링을 할 수 있다.

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A Study on Hierarchical Avatar Behavior Representation and Control Technique (계층적 아바타 행위 표현 및 제어 기법에 관한 연구)

  • 김재경;오재균;임순범;최윤철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.538-541
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    • 2004
  • 아바타는 최근 각광 받고 있는 기술로서 다양한 분야에서 많은 활용 및 발전이 기대된다. 그러나 현재 아바타 행위 표현 및 제어에는 체계적이고 표준적인 접근 방식이 결여되어 있어 아바타 행위 표현의 어려움이 있는 실정이다 본 논문에서는 다양한 도메인 환경에서 아바타의 제어를 보다 용이하게 하기위해서 아바타 행위 표현의 계층적인 접근 방식을 제안하였다. 이를 위해 작업레벨 스크립트를 정의하여 특정 도메인에서 필요한 작업을 수행하기위한 행위들을 표현하고 추상적인 표현방식의 상위레벨 모션 및 물리적 표현형식의 기본 모션 스크립트를 정의하였다. 이와 같은 접근 방식을 통하여 사용자 측면에서 보다 쉽게 아바타의 행위를 제어할 수 있으며, 계층적인 표현 및 제어방식으로 아바타 모션의 사용자의 제어 용이성, 스크립트의 확장성 및 재사용성을 높였다.

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Representation Method of Track Topologies using Railway Graph (선로그래프를 이용한 철도망 위상 표현방법)

  • 조동영
    • Journal of Korea Multimedia Society
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    • v.5 no.1
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    • pp.114-119
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    • 2002
  • Realtime assignment of railways is an important component in the railway control systems. To solve this problem, we must exactly represent the track topology. Graph is a proper data structure for representing general network topologies, but not Proper for track topologies. In this paper, we define a new data structure, railway graph, which can exactly represent topologies of railway networks. And we describe a path search algorithm in the defined railway graph, and a top-down approach for designing railway network by the Proposed graph.

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Context-Sensitive Spelling Error Correction Techniques in Korean Documents using Generative Adversarial Network (생성적 적대 신경망(GAN)을 이용한 한국어 문서에서의 문맥의존 철자오류 교정)

  • Lee, Jung-Hun;Kwon, Hyuk-Chul
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1391-1402
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    • 2021
  • This paper focuses use context-sensitive spelling error correction using generative adversarial network. Generative adversarial network[1] are attracting attention as they solve data generation problems that have been a challenge in the field of deep learning. In this paper, sentences are generated using word embedding information and reflected in word distribution representation. We experiment with DCGAN[2] used for the stability of learning in the existing image processing and D2GAN[3] with double discriminator. In this paper, we experimented with how the composition of generative adversarial networks and the change of learning corpus influence the context-sensitive spelling error correction In the experiment, we correction the generated word embedding information and compare the performance with the actual word embedding information.

3D Image Representation Using Color Correction Matrix According to the CCT of a Display (디스플레이 상관 색온도에 따른 색 보정 매트릭스를 이용한 3D 영상 재생)

  • Song, Inho;Kwon, Hyuk-Ju;Kim, Tae-Kyu;Lee, Sung-Hak
    • Journal of Korea Multimedia Society
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    • v.22 no.1
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    • pp.55-61
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    • 2019
  • Almost all 3D displays have a brightness reduction in the 3D mode comparing to the 2D mode. When the brightness is reduced, one of the color attributes, the colorfulness, is decreased. In this case, the viewer feels that the image quality is deteriorated. In this paper, we proposed a method to compensate for the degradation of colorfulness due to brightness reduction in 3D mode for high quality 3D image viewing using the CIECAM02 model and the color correction matrix. As a result of applying the proposed method, we can confirm that the colorfulness is improved in 3D mode.

An Enhancement of Channel Separability for Stereophonic Signals by Common Mode Rejection Method (동상분 제거에 의한 입체음향의 채널 분리도 개선)

  • Kwon, Ho-Yeol
    • Journal of Industrial Technology
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    • v.18
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    • pp.439-442
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    • 1998
  • In this paper, we firstly suggested C&D (Common mode and Differential mode) model for the representation of a stereophonic signal. Then a measure of stereophonic channel separability is defined as the ratio of differential mode energy to total energy in frequency domain. After that, a new channel separability enhancement scheme is proposed by the control of common mode rejection. Finally, some experimental results are presented in order to verify our scheme.

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Gabor and Wavelet Texture Descriptors in Representing Textures in Arbitrary Shaped Regions (임의의 영역 안에 텍스처 표현을 위한 Wavelet및 Gabor 텍스처 기술자와 성능평가)

  • Sim Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.287-295
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    • 2006
  • This paper compares two different approaches based on wavelet and Gabor decomposition towards representing the texture of an arbitrary region. The Gabor-domain mean and standard deviation combination is considered to be best in representing the texture of rectangular regions. However, texture representation of arbitrary regions would enable generalized object-based image retrieval and other applications in the future. In this study, we have found that the wavelet features perform better than the Gabor features in representing the texture of arbitrary regions. Particularly, the wavelet-domain standard deviation and entropy combination results in the best retrieval accuracy. Based on our experiment with texture image sets, we present and compare tile retrieval accuracy of multiple wavelet and Gabor feature combinations.

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A Research of Ink and Wash Elements on the 3D Animation Film <Deep Sea>

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.82-87
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    • 2023
  • <Deep Sea> is an 3D animated film that stands out for its exceptional special effects and distinctive artistic style. The film employs a multitude of dazzling and vibrant ink particles, creating a strong sense of three-dimensionality and weightlessness, while simultaneously portraying a dreamlike and elegant representation of a deep sea ink painting. Furthermore, through the utilization of fragmented stream of consciousness narrative technique, the film establishes a unique artistic effect infused with a Chinese atmosphere. This paper by analyzing the unique particle ink art style and color and stream of consciousness narrative methods in film, this paper discusses the innovative art style generated by traditional ink art style combined with three-dimensional technology, and the integration of traditional ink art ideas and artistic conception in animated films. The objective is to cultivate a new ink art style and prove the importance of traditional cultural expression in animated films, while providing new perspectives for the future application of traditional art in animation.

Transfer Learning based Parameterized 3D Mesh Deformation with 2D Stylized Cartoon Character

  • Sanghyun Byun;Bumsoo Kim;Wonseop Shin;Yonghoon Jung;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.11
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    • pp.3121-3144
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    • 2023
  • As interest in the metaverse has grown, there has been a demand for avatars that can represent individual users. Consequently, research has been conducted to reduce the time and cost required for the current 3D human modeling process. However, the recent automatic generation of 3D humans has been focused on creating avatars with a realistic human form. Furthermore, the existing methods have limitations in generating avatars with imbalanced or unrealistic body shapes, and their utilization is limited due to the absence of datasets. Therefore, this paper proposes a new framework for automatically transforming and creating stylized 3D avatars. Our research presents a definitional approach and methodology for creating non-realistic character avatars, in contrast to previous studies that focused on creating realistic humans. We define a new shape representation parameter and use a deep learning-based method to extract character body information and perform automatic template mesh transformation, thereby obtaining non-realistic or unbalanced human meshes. We present the resulting outputs visually, conducting user evaluations to demonstrate the effectiveness of our proposed method. Our approach provides an automatic mesh transformation method tailored to the growing demand for avatars of various body types and extends the existing method to the 3D cartoon stylized avatar domain.