• Title/Summary/Keyword: Real character

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ON CHOWLA'S HYPOTHESIS IMPLYING THAT L(s, χ) > 0 FOR s > 0 FOR REAL CHARACTERS χ

  • Stephane R., Louboutin
    • Bulletin of the Korean Mathematical Society
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    • v.60 no.1
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    • pp.1-22
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    • 2023
  • Let L(s, χ) be the Dirichlet L-series associated with an f-periodic complex function χ. Let P(X) ∈ ℂ[X]. We give an expression for ∑fn=1 χ(n)P(n) as a linear combination of the L(-n, χ)'s for 0 ≤ n < deg P(X). We deduce some consequences pertaining to the Chowla hypothesis implying that L(s, χ) > 0 for s > 0 for real Dirichlet characters χ. To date no extended numerical computation on this hypothesis is available. In fact by a result of R. C. Baker and H. L. Montgomery we know that it does not hold for almost all fundamental discriminants. Our present numerical computation shows that surprisingly it holds true for at least 65% of the real, even and primitive Dirichlet characters of conductors less than 106. We also show that a generalized Chowla hypothesis holds true for at least 72% of the real, even and primitive Dirichlet characters of conductors less than 106. Since checking this generalized Chowla's hypothesis is easy to program and relies only on exact computation with rational integers, we do think that it should be part of any numerical computation verifying that L(s, χ) > 0 for s > 0 for real Dirichlet characters χ. To date, this verification for real, even and primitive Dirichlet characters has been done only for conductors less than 2·105.

A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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A Study on the Aesthetic Motive in e-Card Design (e카드 디자인의 미적 동인에 대한 연구)

  • 박성완
    • Archives of design research
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    • v.16 no.3
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    • pp.401-410
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    • 2003
  • With increase of internet users, usage frequency of e-mail card is growing up. In addition to advantage of delivering message in real-time, e-mail card contains words, animation and sound. So users can enjoy it's multiple characters. For these reasons, there is a shift in preference from traditional card to e-mail card especially in young age. In character portal sites sewing users with e-mail card it is regarded as useful media for character promotion. After bizarre rabbit 'Mashimaro' wins a great success as Flash animation, Flash card has been treated as an important media in character business. As the study on the aesthetic motive in Flash card, this thesis analyzes what is the meaning existing in characteristic expression of Flash card and proposes that the meaning is related to tension reduction from the viewpoint of entropy principle. We can summarize that contents of animation are based on striving toward simplicity and expressions of animation are based on catabolism. Both lead to pleasure of tension reduction. We can draw conclusion that pleasure of tension reduction becomes one of major factors of the aesthetic motive felt in Flash card.

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Proposal for Deep Learning based Character Recognition System by Virtual Data Generation (가상 데이터 생성을 통한 딥러닝 기반 문자인식 시스템 제안)

  • Lee, Seungju;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.275-278
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    • 2020
  • In this paper, we proposed a deep learning based character recognition system through virtual data generation. In order to secure the learning data that takes the largest weight in supervised learning, virtual data was created. Also, after creating virtual data, data generalization was performed to cope with various data by using augmentation parameter. Finally, the learning data composition generated data by assigning various values to augmentation parameter and font parameter. Test data for measuring the character recognition performance was constructed by cropping the text area from the actual image data. The test data was augmented considering the image distortion that may occur in real environment. Deep learning algorithm uses YOLO v3 which performs detection in real time. Inference result outputs the final detection result through post-processing.

Relation between Character Cloning and User Perception for Real-time Game Environment (실시간 게임 환경에서의 캐릭터 복제와 사용자 인지의 상관관계 연구)

  • Park, Yoon-Young;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.531-537
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    • 2009
  • When creating large crowds, it is unavoidable that the models and motions of many characters will be cloned. McDonnell implemented experiments focus on appearance and motion of characters to test user perception of crowds. As a result, appearance clones were easier to perceive than motion clones. In this paper, I researched about relation between character cloning and user perception for real-time game environment expanding McDonnell's research. This paper focuses on the way to recognition of multiple clones in dramatic environment free to change view point and has crowds move to every directions by trajectories. In particular, this paper shows the possibility of character diversification applied various shapes, colors and patterns to game item have important elements for game characters. Also, I suggests range of distances between clones by a series of experiments of user perception for clones's moving direction and distance.

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Implementation of the Container ISO Code Recognition System for Real-Time Processing (실시간 처리를 위한 컨테이너 ISO코드 인식시스템의 구현)

  • Choi Tae-Wan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.8
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    • pp.1478-1489
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    • 2006
  • This paper describes system to extract ISO codes in container image. A container ISO code recognition system for real-time processing is made of 5 core parts which are container ISO code detection and image acquisition, ISO code region extraction, individual character extraction, character recognition and database. Among them, the accuracy of ISO code extraction can affect significantly the accuracy of system recognition rate, and also the more exact extraction of ISO code is required in various weather and environment conditions. The proposed system produces binary of the ISO code's template lesions using an adaptive thresholding, extracts candidate regions containing distribution of ISO code, and recognizes ISO codes as detecting a final region through the verifications by using character distribution characteristics of ISO code among the extracted candidates. Experimental results reveal that ISO codes can be efficiently extracted by the proposed method.

Proposal for License Plate Recognition Using Synthetic Data and Vehicle Type Recognition System (가상 데이터를 활용한 번호판 문자 인식 및 차종 인식 시스템 제안)

  • Lee, Seungju;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.776-788
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    • 2020
  • In this paper, a vehicle type recognition system using deep learning and a license plate recognition system are proposed. In the existing system, the number plate area extraction through image processing and the character recognition method using DNN were used. These systems have the problem of declining recognition rates as the environment changes. Therefore, the proposed system used the one-stage object detection method YOLO v3, focusing on real-time detection and decreasing accuracy due to environmental changes, enabling real-time vehicle type and license plate character recognition with one RGB camera. Training data consists of actual data for vehicle type recognition and license plate area detection, and synthetic data for license plate character recognition. The accuracy of each module was 96.39% for detection of car model, 99.94% for detection of license plates, and 79.06% for recognition of license plates. In addition, accuracy was measured using YOLO v3 tiny, a lightweight network of YOLO v3.

Migration Agent for Seamless Virtual Environment System in Cloud Computing Network (클라우드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트)

  • Won, Dong Hyun;An, Dong Un
    • Smart Media Journal
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    • v.8 no.3
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    • pp.41-46
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    • 2019
  • In a MMORPG, a typical application of virtual environment systems, it is a common desire to play in a more realistic environment. However, it is very difficult to provide a latency-free virtual environment to a large user base, mainly due to the fact that the real environment must be configured on multiple servers rather than on single server and that data must be shared on the real server when users move from one region to another. Experiencing response delays continuously in the process of information synchronization between servers greatly deteriorates the degree of immersion. In order to solve this problem, it is necessary to minimize the response delay occurring in the information synchronization process between the servers. In this paper, we propose Migration Agent for efficient information synchronization between field servers providing information of virtual environment and minimizing response delay between Field Server and PC(Player Character) and implement it in cloud computing network. In the proposed system, CPU utilization of field server increased by 6 ~ 13%, and response time decreased by 5 ~ 10 seconds over the existing system in 70,000 ~ 90,000 PCs

Real-time pupil motion recognition and efficient character selection system using FPGA and OpenCV (FPGA와 OpenCV를 이용한 실시간 눈동자 모션인식과 효율적인 문자 선택 시스템)

  • Lee, Hee Bin;Heo, Seung Won;Lee, Seung Jun;Yu, Yun Seop
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.393-394
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    • 2018
  • In this paper, the new system which improve the previously reported "Implementation to human-computer interface system with motion tracking using OpenCV and FPGA" is introduced and in this system, a character selection system for the physically uncomfortable patients is proposed. Using OpenCV, the eye area is detected, the pupil position is determined, and then the results are sent to the FPGA, and the character is selected finally. The method to minimize the pupil movement of the patient is used to output the character according to the user's intention. Using OpenCV, various computer vision algorithms can be easily applied, and using programmable FPGA, a pupil motion recognition and character selection system are implemented with a low cost.

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Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.143-149
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    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.