• Title/Summary/Keyword: National Character

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Oversampling-Based Ensemble Learning Methods for Imbalanced Data (불균형 데이터 처리를 위한 과표본화 기반 앙상블 학습 기법)

  • Kim, Kyung-Min;Jang, Ha-Young;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.20 no.10
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    • pp.549-554
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    • 2014
  • Handwritten character recognition data is usually imbalanced because it is collected from the natural language sentences written by different writers. The imbalanced data can cause seriously negative effect on the performance of most of machine learning algorithms. But this problem is typically ignored in handwritten character recognition, because it is considered that most of difficulties in handwritten character recognition is caused by the high variance in data set and similar shapes between characters. We propose the oversampling-based ensemble learning methods to solve imbalanced data problem in handwritten character recognition and to improve the recognition accuracy. Also we show that proposed method achieved improvements in recognition accuracy of minor classes as well as overall recognition accuracy empirically.

A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.

A study on the script of japan author names with chinese character in "Periodical's Index" (정기간행물기사색인'에 나타난 일본인명 표기에 관한 연구)

  • 김영귀
    • Journal of Korean Library and Information Science Society
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    • v.25
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    • pp.167-206
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    • 1996
  • Some conclusions can be derived form the study : 1) The script of Japan author's name for 3 years(1960-1962, not published by the National Assembly Library but by Korea Library Association)and that of 1963's was arranged by their mother tongue although they had not the "author index". 2) "Periodical's Index" which the publication of National Assembly Library was not accept the principle that the person's name should be pronounce and script by one's mother tongue. It means that the Library was not accept the uniqueness of personal name. 3) Because the arrangement of the same person's name is mixed with one's mother tongue pronunciation and Korean one that they are scattered each another. 4) The same surname and the same Chinese character has different arrangement because of pronunciation rule of Korean language. 5) The same person's name was regarded as a different one because of nonaccurate name transcription. 6) A Japanese name was transcribed as Hangul with Korean pronunciation. 7) A Japanese name was transcribed as Hangul with Korean pronunciation and added Chinese Character in parenthesis. 8) A same Japanese name was regarded as a different one when it was transcribed with Chinese character and Hangul. 9) The arrangement of a same person's name was different when between the surname and forename has one space and has not. 10) "Author Index" is not playing as a role of name authority file.a role of name authority file.

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Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

Recognition of Virtual Written Characters Based on Convolutional Neural Network

  • Leem, Seungmin;Kim, Sungyoung
    • Journal of Platform Technology
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    • v.6 no.1
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    • pp.3-8
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    • 2018
  • This paper proposes a technique for recognizing online handwritten cursive data obtained by tracing a motion trajectory while a user is in the 3D space based on a convolution neural network (CNN) algorithm. There is a difficulty in recognizing the virtual character input by the user in the 3D space because it includes both the character stroke and the movement stroke. In this paper, we divide syllable into consonant and vowel units by using labeling technique in addition to the result of localizing letter stroke and movement stroke in the previous study. The coordinate information of the separated consonants and vowels are converted into image data, and Korean handwriting recognition was performed using a convolutional neural network. After learning the neural network using 1,680 syllables written by five hand writers, the accuracy is calculated by using the new hand writers who did not participate in the writing of training data. The accuracy of phoneme-based recognition is 98.9% based on convolutional neural network. The proposed method has the advantage of drastically reducing learning data compared to syllable-based learning.

Analysis on the Consciousness and Image Character of the Internet Shopping Mall Consumer (인터넷 쇼핑몰 이용자의 의식 및 이미지 특성 분석 - 대학생을 중심으로 -)

  • Lee, Jeong;Lee, Sang-Seol
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.28 no.3
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    • pp.87-97
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    • 2005
  • This study deals with the analysis on the consciousness and image character of the internet shopping mall. As consciousness analysis result of internet shopping mall consumer, 'cheap price' and 'convenience' are evaluated high by reason that buy goods/service. 'Delivery delay' shows that deficiency of swiftness is indicated preferentially by shortcoming when the goods/service are purchased at the internet shopping mall. Consumer is prferring most 'deferred payment' with consumer's protection system of internet shopping mall. In image character of internet shopping mall, computer system speed and swiftness of reaction time, intimacy of shopping mall site design, delivery system trustability, goods/service contiguity, trustability of billing system, recognition shopping mall company, consistency about good service etc., showed high assessment, but comparative satisfaction is not high in solution at authoritativeness of personal information leakage prevention, problem occurrence.

On the Thought about How to Solve the Inequality (부등식의 풀이에 대한 연구)

  • Kim, Dong Hwa;Lee, Min Jung;Lee, Yang
    • East Asian mathematical journal
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    • v.30 no.4
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    • pp.571-581
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    • 2014
  • Students might find different solutions to the quadratic inequalities according to the range of the number representing the character of the inequalities. They have confusion when the roots of a quadratic inequality are complex numbers since the character of the inequalities generally represents the real number in the mathematics textbooks. Therefore we suggest that we must explain definitely the range of the number representing the character for each inequality question.

A Study on Efficient Animated Character Based on the Hunlock Effect

  • Chen, Ye;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1268-1278
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    • 2021
  • Combined with expert interviews and questionnaire investigations, this paper aims at analyzing the different characteristics of the animated characters Spider-Man from Spider-Man: Into the Spider-Verse based on Hunlock Effect, in order to provide appropriate guidance for animation characters designers and limited inspiration for creative practices. First, Spider-Man: Into the Spider-Verse is chosen as the case to analyze 6 Spider-Man with different personalities, who appear at the same time. Then, Spider-Man's characteristics are analyzed through interviews with experts. At last, the key study focuses on the influence of environmental factors on the formation of Spider-Man's roles in the theory of Hunlock Effect, in light of the principle of personality formation in psychology. From the perspective of psychology, interdisciplinary study on animated characters provides scientific and effective support for animation character design, and increases the fascination of animation characters' personalities.

Research for The cognitive Properties of Zombie Game Character (게임상의 Zombie Character 인지속성에 관한 연구)

  • LI, JinJun;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.717-726
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    • 2021
  • The zombies in AVG games are not divided into different game occupations. To address this issue, this paper starts by selecting those popular zombie games as the research object. Then, a number of samples will be collected from the roles of zombie and these different roles of zombie will be classified by profession depending on the characteristics of these roles. On this basis, the roles will be given a new title to describe their profession. Then, semantic analysis will be conducted to search for the words that can be used to describe the roles of zombie. Besides, there will be 10 experts in design and 10 professional zombie game players invited to choose from the collected adjectives. The most selected words will be used in this study to conduct cognition assessment, before the making of questionnaire. Then, the questionnaire data will be collected and converted into a statistical model form for indicating the value of ability by group and profession.

A Method for Creating Natural Animation by Interaction with Operators

  • Lee, Ji-Hong;Kim, Sung-Su
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.3-117
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    • 2001
  • This paper deals with a method for creating animation by interaction with animation operators. Operators are able to edit/transform any given motion data to more natural animations by the motion editing method proposed in this paper. The proposed technique is especially useful when some paris of character structure are changed. The system to be proposed is designed to fully utilize the experience of animation operators as well as to accomodate semi-automation process with spline interpolation. An example for retargeting a given motion data to a new character of dramatically changed kinematic structure.

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