• Title/Summary/Keyword: Real character

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The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

Robust Multi-Layer Hierarchical Model for Digit Character Recognition

  • Yang, Jie;Sun, Yadong;Zhang, Liangjun;Zhang, Qingnian
    • Journal of Electrical Engineering and Technology
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    • v.10 no.2
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    • pp.699-707
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    • 2015
  • Although digit character recognition has got a significant improvement in recent years, it is still challenging to achieve satisfied result if the data contains an amount of distracting factors. This paper proposes a novel digit character recognition approach using a multi-layer hierarchical model, Hybrid Restricted Boltzmann Machines (HRBMs), which allows the learning architecture to be robust to background distracting factors. The insight behind the proposed model is that useful high-level features appear more frequently than distracting factors during learning, thus the high-level features can be decompose into hybrid hierarchical structures by using only small label information. In order to extract robust and compact features, a stochastic 0-1 layer is employed, which enables the model's hidden nodes to independently capture the useful character features during training. Experiments on the variations of Mixed National Institute of Standards and Technology (MNIST) dataset show that improvements of the multi-layer hierarchical model can be achieved by the proposed method. Finally, the paper shows the proposed technique which is used in a real-world application, where it is able to identify digit characters under various complex background images.

Example Based Motion Generation and its Applications with Efficient Control for Arbitrary Morphologies (다양한 골격의 효과적인 제어가 가능한 예제 기반의 모션 생성과 응용)

  • Choung, Yu-Jean;Kang, Kyung-Kyu;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.127-134
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    • 2009
  • This paper presents a motion generation technique for arbitrary morphologies with the user defined correspondences between joints. Users can define the controlling part in the source character and the part to be controlled in the target character in our system. To remove the restriction in the morphology of the target character, we use the pair of example posture sets. In our system, in order to provide the correspondence regardless of the number of joints, the deformed part in the target character is simplified into the direction vector. The final postures are then generated with the weighted sum of the examples. Our experimental results demonstrate that our approach can generate motions for various target characters and can control the user defined joints in real-time.

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A study on the Character Correction of the Wrongly Recognized Sentence Marks, Japanese, English, and Chinese Character in the Off-line printed Character Recognition (오프라인 인쇄체 문장부호, 일본 문자, 영문자, 한자 인식에서의 오인식 문자 교 정에 관한 연구)

  • Lee, Byeong-Hui;Kim, Tae-Gyun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.1
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    • pp.184-194
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    • 1997
  • In the recent years number of commercial off-line character recognition systems have been appeared in the Korean market. This paper describes a "self -organizing" data structure for representing a large dictionary which can be searched in real time and uses a practical amount of memory, and presents a study on the character correction for off-line printed sentence marks, Japanese, English, and Chinese character recognition. Self-organizing algorithm can be recommenced as particularly appropriate when we have reasons to suspect that the accessing probabilities for individual words will change with time and theme. The wrongly recognized characters generated by OCR systems are collected and analyzed Error types of English characters are reclassified and 0.5% errors are corrected using an English character confusion table with a self-organizing dictionary containing 25,145 English words. And also error types of Chinese characters are classified and 6.1% errors are corrected using a Chinese character confusion table with a self-organizing dictionary carrying 34,593 Chinese words.ese words.

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An Interactive Aerobic Training System Using Vision and Multimedia Technologies

  • Chalidabhongse, Thanarat H.;Noichaiboon, Alongkot
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1191-1194
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    • 2004
  • We describe the development of an interactive aerobic training system using vision-based motion capture and multimedia technology. Unlike the traditional one-way aerobic training on TV, the proposed system allows the virtual trainer to observe and interact with the user in real-time. The system is composed of a web camera connected to a PC watching the user moves. First, the animated character on the screen makes a move, and then instructs the user to follow its movement. The system applies a robust statistical background subtraction method to extract a silhouette of the moving user from the captured video. Subsequently, principal body parts of the extracted silhouette are located using model-based approach. The motion of these body parts is then analyzed and compared with the motion of the animated character. The system provides audio feedback to the user according to the result of the motion comparison. All the animation and video processing run in real-time on a PC-based system with consumer-type camera. This proposed system is a good example of applying vision algorithms and multimedia technology for intelligent interactive home entertainment systems.

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Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.

Toward Optimal FPGA Implementation of Deep Convolutional Neural Networks for Handwritten Hangul Character Recognition

  • Park, Hanwool;Yoo, Yechan;Park, Yoonjin;Lee, Changdae;Lee, Hakkyung;Kim, Injung;Yi, Kang
    • Journal of Computing Science and Engineering
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    • v.12 no.1
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    • pp.24-35
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    • 2018
  • Deep convolutional neural network (DCNN) is an advanced technology in image recognition. Because of extreme computing resource requirements, DCNN implementation with software alone cannot achieve real-time requirement. Therefore, the need to implement DCNN accelerator hardware is increasing. In this paper, we present a field programmable gate array (FPGA)-based hardware accelerator design of DCNN targeting handwritten Hangul character recognition application. Also, we present design optimization techniques in SDAccel environments for searching the optimal FPGA design space. The techniques we used include memory access optimization and computing unit parallelism, and data conversion. We achieved about 11.19 ms recognition time per character with Xilinx FPGA accelerator. Our design optimization was performed with Xilinx HLS and SDAccel environment targeting Kintex XCKU115 FPGA from Xilinx. Our design outperforms CPU in terms of energy efficiency (the number of samples per unit energy) by 5.88 times, and GPGPU in terms of energy efficiency by 5 times. We expect the research results will be an alternative to GPGPU solution for real-time applications, especially in data centers or server farms where energy consumption is a critical problem.

Segmentation Algorithm for Wafer ID using Active Multiple Templates Model

  • Ahn, In-Mo;Kang, Dong-Joong;Chung, Yoon-Tack
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.839-844
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    • 2003
  • This paper presents a method to segment wafer ID marks on poor quality images under uncontrolled lighting conditions of the semiconductor process. The active multiple templates matching method is suggested to search ID areas on wafers and segment them into meaningful regions and it would have been impossible to recognize characters using general OCR algorithms. This active template model is designed by applying a snake model that is used for active contour tracking. Active multiple template model searches character areas and segments them into single characters optimally, tracking each character that can vary in a flexible manner according to string configurations. Applying active multiple templates, the optimization of the snake energy is done using Greedy algorithm, to maximize its efficiency by automatically controlling each template gap. These vary according to the configuration of character string. Experimental results using wafer images from real FA environment are presented.

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Modeling and Animation Implementation of 3D Humanoid base on the X3D (X3D 기만에서의 3차원 Humanoid 모델링과 애니메이션 구현)

  • 이성태;오근탁;김이선;이윤배
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.7
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    • pp.1089-1094
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    • 2002
  • We can travel every imaginary world and do every impossible thing via 3D character. People interest in 3D character animation for modeling like real world due to the increase of 3D game and imaginary Virtual Reality on the internet. In this paper, new framework for present of 3D character of high quality is applied. I represent 3-dimensional Humanoid modeling and animation technology and show the adequacy via simulation for various and natural representation certificate using VRML as a Web3D information type and XML.

INTERFACE DEVELOPMENT ENVIRONMENT BASED ON CHARACTER AGENT

  • Park, Young-Mee;Choo, Moon-Won
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.650-657
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    • 2003
  • We describe a scheme for developing character-based interface within the context of an agent-based tutoring system in the Web environment. The ideas in this paper stem from original work representing aspects of human emotion in tutoring computer models, where may provide mote natural ways for students to communicate with digital learning materials. The proposed system model is a set of software services that enable developers to incorporate interactive animated characters into their Web pages designed for on-line lectures. The prototypical application is developed and shown for validating the applicability and the effectiveness of this model in real tutoring settings.

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