• 제목/요약/키워드: Real character

검색결과 511건 처리시간 0.022초

질감과 깊이 특징 기반의 문자영역 추출 (Character Region Extraction Based on Texture and Depth Features)

  • 장석우;박영재;허문행
    • 한국산학기술학회논문지
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    • 제14권2호
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    • pp.885-892
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    • 2013
  • 본 논문에서는 3차원의 입체영상으로부터 질감과 깊이 특징을 활용하여 영상 내에 존재하는 문자를 효과적으로 분할하는 방법을 제안한다. 제안된 문자 분할 방법은 크게 후보 문자영역 추출 단계, 문자영역 지역화 단계, 문자와 배경영역 분리 단계, 그리고 후보 문자영역 검증 단계의 네 가지 단계로 구성된다. 후보 문자영역 추출 단계에서는 입력된 영상에서 질감 특징을 이용해 문자영역이 존재하는 후보 영역을 분할하고, 문자영역 지역화 단계에서는 후보 문자영역 중에서 문자열만을 형성하는 영역을 추출한다. 그리고 문자와 배경 분리 단계에서는 지역화된 문자영역을 문자와 배경으로 분리하며, 후보 문자영역 검증 단계에서는 거리 특징을 활용하여 추출된 문자영역이 비 문자영역을 포함하지 않고 문자영역만을 포함하고 있는지를 최종적으로 검증한다. 실험에서는 제안된 방법을 여러 가지 영상에 적용하여 테스트 해 보았으며, 제안된 방법이 기존의 방법에 비해 보다 정확하게 문자영역을 추출함을 확인하였다.

대칭형 자유동작에 의한 3D 아바타 실시간 제어 알고리즘 (An algorithm for real-time control of a 3D avatar by symmetry-formed motions)

  • 장희동
    • 한국게임학회 논문지
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    • 제3권2호
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    • pp.24-29
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    • 2003
  • The market of digital avatar with internet and digital technology is increasing rapidly. The users want to express any free-formed motion of their avatars in the cyber space. The user s motion capturing method as the avatar's motion can express any free-formed motion of the avatar in real-time but the methods are expensive and inconvenient. In this paper, we proposed a new method of expressing any free-formed motion of the avatar in real-time. The proposed method is an algorithm for real-time control of a 3D avatar in symmetry-formed free motion. Specially, the algorithm aims at the motion control of a 3D avatar for online dancing games. The proposed algorithm uses the skeleton character model and controls any one of two hands of the character model by a joystick with two sticks. In the symmetry-formed motion, the position and orientation of one hand can determine the position and orientation of the other hand. And the position and orientation of a hand as an end-effector can determine the pose of the arm by Inverse Kinematics. So the algorithm can control the symmetry-formed free motions of two arms by one joystick with two sticks. In the dance game, the algorithm controls the arm motion by the joystick and the other motion by the motion captured DB.

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과학교육에서 추구해야 할 인성교육의 방향과 그 실현 방안으로서 Nature-Study에 대한 이론적 고찰 (Directions for Character Education in Science Education and a Theoretical Approach of Nature-Study in Terms of Character Education)

  • 박다혜;박종석
    • 한국과학교육학회지
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    • 제36권4호
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    • pp.581-589
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    • 2016
  • 이 연구에서는 과학교육에서 추구해야 할 인성교육의 방향을 모색하고 과학교육에서 인성교육을 구현할 수 있는 방법으로 Nature-Study 사상을 분석하였다. 이를 위해 인성교육 관련 문헌을 수집 분석하고 과학교육에서 추구해야 할 인성교육의 방향을 도출하였으며 과학교육 전문가 2인과 과학교육을 전공하는 박사과정생 4인으로 구성된 전문가 워크숍을 통해서 검증하였다. 또 Nature-Study가 과학교육에서 인성교육을 구현할 수 있는 방안인지 문헌을 통해 이론적으로 고찰하였다. 그 결과 과학교육에서 추구해야 할 인성교육의 방향은 첫째, 인성의 가치 영역 확장을 통해 인성교육에서 과학교육의 역할을 확립하고, 둘째, 실천 중심의 인성교육을 실현해야 한다는 것이다. 이를 '확장된 인성의 가치 영역 모델'과 '실천 중심의 인성 발현 메커니즘'으로 구체화하였다. '확장된 인성의 가치 영역 모델'은 지금까지 '자신, 주변인, 대중'이 중심이었던 '관계맺음'의 대상을 '생명과 환경, 영적대상'으로까지 확대한 것이고, '실천 중심의 인성 발현 메커니즘'은 '가치-판단-실행'의 인성 발현 과정에서 '관계맺음, 실제 상황, 실천 의지'의 단계 이행 매개와 '공감'을 강조한 것이다. 이를 바탕으로 과학교육에서 인성교육을 구현할 수 있는 방안으로 '자연을 통한 과학학습'을 강조하는 Nature-Study를 제시하였다. Nature-Study는 교육 목적에도 인성교육의 요소가 나타날 정도로 인성이 강조되었던 과학교육 방법이었을 뿐만 아니라 자연과의 관계맺음과 실천을 강조한다는 점에서 이 연구에서 도출한 과학교육에서 추구해야 할 인성교육의 방향과도 일치한다. 결론적으로 과학교육은 인성의 가치 영역 확장을 통해 인성교육에서의 역할을 확립하고 실천 중심의 인성교육을 실현해야 하며 이를 실제로 구현하기 위한 과학교육의 방법은 '자연을 통한 과학학습'을 실현하는 Nature-Study이 된다. 따라서 Nature-Study는 학교 과학교육에서 인성교육을 실행하는 방안으로 활용될 수 있다.

주파수 특성과 역전파 신경망 알고리즘을 이용한 문자 영역 분할 방법 (A method for Character Segmentation using Frequence Characteristics and Back Propagation Neural Network)

  • 전병태;송치양
    • 한국컴퓨터정보학회논문지
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    • 제11권4호
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    • pp.55-60
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    • 2006
  • 문자 영역 추출을 위해서 FFT와 신경망을 이용한 방법을 본 논문에서 제안하고자 한다. 일반적으로 문자 영역은 고주파 영역에서 발견되므로 FFT를 이용하여 이 특징을 추출할 수 있다. 문자(고 주파) 영역과 비 문자(저 주파) 영역을 신경망에 학습을 시킨다. 신경망에 고주파 영역을 입력으로써 후보 영역을 추출한다. 그리고 최종 문자 영역은 후보 영역 검증을 통하여 추출된다. 실험 결과 후보 영역 추출은 학습된 경우 100% 추출율을 보여주고 있으며, 검증을 통한 후보 영역 추출율은 95%임을 알 수 있었다. 제안된 알고리즘의 장점은 알고리즘의 단순성과 실시간 처리에 있다.

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딥러닝 기반의 PCB 부품 문자인식을 위한 코어 셋 구성 (Coreset Construction for Character Recognition of PCB Components Based on Deep Learning)

  • 강수명;이준재
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.382-395
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    • 2021
  • In this study, character recognition using deep learning is performed among the various defects in the PCB, the purpose of which is to check whether the printed characters are printed correctly on top of components, or the incorrect parts are attached. Generally, character recognition may be perceived as not a difficult problem when considering MNIST, but the printed letters on the PCB component data are difficult to collect, and have very high redundancy. So if a deep learning model is trained with original data without any preprocessing, it can lead to over fitting problems. Therefore, this study aims to reduce the redundancy to the smallest dataset that can represent large amounts of data collected in limited production sites, and to create datasets through data enhancement to train a flexible deep learning model can be used in various production sites. Moreover, ResNet model verifies to determine which combination of datasets is the most effective. This study discusses how to reduce and augment data that is constantly occurring in real PCB production lines, and discusses how to select coresets to learn and apply deep learning models in real sites.

MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성 (A Study on the Mimesis Type of the Costume in MMORPG Diablo 3)

  • 유선아;고현진
    • 복식
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    • 제64권3호
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    • pp.126-141
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    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.

무대의상의 의미전달에 관한 연구-중국 경처(Peking Opera)을 중심으로- (A study on the communication of stage costume-Focusing on Peking Opera of China-)

  • 신경섭;조규화
    • 복식
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    • 제38권
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    • pp.83-100
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    • 1998
  • The purpose of this study is to figure out how stage costume of Peking Opera communicates what the character wants to inform to spectator. The stage costume means the clothing, shoes, headdress, accessory that the cast is worn for communicating personality of character. Stage costume not only reveals the character of new spirit who the director and the work is like to create, but also makes the style of play harmonizing with the atmosphere of the work. So, the stage costume in the play is a sort of symbol system that forms the depth of play. The stage costume of Peking Opera was formed on the basis of the Chinese traditional stage costume in the Qing period, however the style of stage costume was beautified the costume of Ming period and here contained the factors of successive costumes. But the stage costume of Peking Opera don't have the same rank system with real history costume and don't have demarcation according to period and history. Only it is that transformed and created the real history costume with Chinese fine view and made how they wear Chinese fine view and made how they wear the costume according to position, age, personality of character in the play. In the stage costume of Peking Opera, the color is cultural language that director can communicate to spectators and can inform spectator of sex, age, personality, position of the character. The color of the stage costume of Peking Opera reflects the principles of Yin and Yang and the five elements of the Chinese cosmogony. The pattern of decoration also makes the personality and characteristic of the character. The dragon pattern symbols the authority and majesty, so only the character of high position can use it. The pattern of tiger and leopard symbols bravery, so the military officer can use it. Civil officer decorates with the pattern of Japanese apricot, orchid, chrysanthmum, bamboo that symbols integrity and honor. The stage costume of Peking Opera communicates the identity of character with the special form of costume. Kanjien is a costume of the young priestess, Houyi is the Sunwukong'costume. Chayi is a costume of boatman. Lingzi, Sweixiu, Kaoqi is the props for the foramtive effect of stage costume, also they play an important part in expressing the emotion situation. In the result of study, we could know that the form, color, pattern of the stage costume and props of Peking Opera play important parts in communicating informations that let spectator can understand the play. So, the stage costume of Peking Opera is an‘picturizing costume’that the form, color, pattern of the stage costume is a sort of symbol system. It makes spectator feels actually the viewing Peking Opera.

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반자동 영상 캐릭터 설계 시스템 (A Semi-Automated Image Character Design System)

  • 안재민;유현우;장동식
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 2002년도 춘계공동학술대회
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    • pp.1093-1096
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    • 2002
  • In this paper, a new semi-automated cyber character generating method is presented. Local edge detection tools extract face contour from graphic image files. Some graphic manipulation process detailed touch to obtain neat face contour. This method shortens the making process dramatically while maintaining the good quality similar to real face image. Some of the processed images are illustrated for clear explanation.

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한글 한자 비트 맵 폰트의 압축과 복원에 관한연구 (A study on compression and decompression of hanguel and chinese character bit map font)

  • 조경윤
    • 전자공학회논문지B
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    • 제33B권4호
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    • pp.63-71
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    • 1996
  • In this paper, a variable length block code for real time compression and decompression of hanguel and chinese character bit map font is proposed. The proposed code shows a good compression ratio in complete form of hangeul myoungjo and godik style and chinese batang and doddum style bit map font. Besides, a compression and decompression ASIC is designed and simulated on CAD. The 0.8 micron CMOS sea of gate is used to implement the ASIC in amount of 5,200 gates, and it runs at simple hardware and compress and decompress at 33M bit/sec at maximum, which is ideal for real time applications.

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Domestic Production Process of Early Korean Broadcast CG Equipment

  • Nah, So-Mi
    • Journal of Multimedia Information System
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    • 제8권4호
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    • pp.285-294
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    • 2021
  • The development process of domestic CG (Computer Graphics) needs to be studied by classifying the technical part and the design part. This paper analyzes how early domestic broadcast equipment evolved and focused on what went through the development process. Domestic broadcasting companies have introduced and used overseas equipment and have begun to develop their own technology. The development process of the early domestic production technology of broadcasting stations was classified into Character Generator, On-line Real-Time Graphic and Sport Coder. It was found that the orientation of broadcasting technology was conclusively focused on visualization, with socio-cultural factors acting along with the evolution of hardware and software. This research is meaningful in reorganizing the history of the development process of domestic CG technology in the early days through previous research (primary verification), newspaper articles and news coverage (secondary verification). This paper looks at what is missing by regaining the past of CG, and argues that with the advent of new technologies today, we must develop through appropriate division of roles and collaboration between engineers and designers.