• Title/Summary/Keyword: Real character

Search Result 511, Processing Time 0.026 seconds

A Study on the Feature Extraction for High Speed Character Recognition -By Using Interative Extraction and Hierarchical Formation of Directional Information- (고속 문자 인식을 위한 특징량 추출에 관한 연구 - 방향정보의 반복적 추출과 특징량의 계층성을 이용하여 -)

  • 강선미;이기용;양윤모;양윤모;김덕진
    • Journal of the Korean Institute of Telematics and Electronics B
    • /
    • v.29B no.11
    • /
    • pp.102-110
    • /
    • 1992
  • In this paper, a new method of character recognition is proposed. It uses density information, in addition to positional and directional information generally used, to recognize a character. Four directional feature primitives are extracted from the thinning templates on the observation that the output of the templates have directional property in general. A simple and fast feature extraction scheme is possible. Features are organized from recursive nonary tree(N-tree) that corresponds to normalized character area. Each node of the N-tree has four directional features that are sum of the features of it's nine sub-nodes. Every feature primitive from the templates are added to the corresponding leaf and then summed to the upper nodes successively. Recognition can be accomplished by using appropriate feature level of N-tree. Also, effectiveness of each node's feature vector was tested by experiment. A method to implement the proposed feature vector organization algorithm into hardware is proposed as well. The third generation node, which is 4$\times$4, is used as a unit processing element to extract features, and it was implemented in hardware. As a result, we could observe that it is possible to extract feature vector for real-time processing.

  • PDF

Development of character recognition system for the mixed font style in the steel processing material

  • Lee, Jong-Hak;Park, Sang-Gug;Park, Soo-Young
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2005.06a
    • /
    • pp.1431-1434
    • /
    • 2005
  • In the steel production line, the molten metal of a furnace is transformed into billet and then moves to the heating furnace of the hot rolling mill. This paper describes about the development of recognition system for the characters, which was marked at the billet material by use template-marking plate and hand written method, in the steel plant. For the recognition of template-marked characters, we propose PSVM algorithm. And for the recognition of hand written character, we propose combination methods of CCD algorithm and PSVM algorithm. The PSVM algorithm need some more time than the conventional KLT or SVM algorithm. The CCD algorithm makes shorter classification time than the PSVM algorithm and good for the classification of closed curve characters from Arabic numerals. For the confirmation of algorithm, we have compared our algorithm with conventional methods such as KLT classifier and one-to-one SVM. The recognition rate of experimented billet characters shows that the proposing PSVM algorithm is 97 % for the template-marked characters and combinational algorithm of CCD & PSVM is 95.5 % for the hand written characters. The experimental results show that our proposing method has higher recognition rate than that of the conventional methods for the template-marked characters and hand written characters. By using our algorithm, we have installed real time character recognition system at the billet processing line of the steel-iron plant.

  • PDF

PBR(Physically based Render) simulation considered mathematical Fresnel model for Game Improvement (효율적 게임개선을 위한 프레넬수학모델의 PBR 시뮬레이션)

  • Kim, Seongdong
    • Journal of Korea Game Society
    • /
    • v.16 no.1
    • /
    • pp.111-118
    • /
    • 2016
  • This paper proposes the mathematical model of Fresnel effect used to illuminate and simulate a surface character model for defense game play. The term illumination is used to represent the process by which the amount of light reaching a surface character model used on game play is determined. The character surface shaders generally use a mathematical model to predict how light will reflect on triangles. The shading normally represents the methods used to determine the color and intensity of light reflected toward the viewer for each pixel representing the character surface model of the game. This model computes the reflection and transmission coefficients and compares simulated results to the Fresnel equations for the real game improvement.

ON THE RECURSIVE SEQUENCE X_{n+1} = $\alpha$ - (X_n/X_n-1)

  • YAN XING XUE;LI WAN TONG;ZHAO ZHU
    • Journal of applied mathematics & informatics
    • /
    • v.17 no.1_2_3
    • /
    • pp.269-282
    • /
    • 2005
  • We study the global asymptotic stability, global attractivity, boundedness character, and periodic nature of all positive solutions and all negative solutions of the difference equation $$x_{n+1}\;=\;{\alpha}-{\frac{x_{n-1}}{x_{n}},\;n=0,1,\;{\cdots}$$, where ${\alpha}\;\in\; R$ is a real number, and the initial conditions $x_{-1},\;x_0$ are arbitrary real numbers.

The automatic tire classfying vision system for real time processing (실시간 처리를 위한 타이어 자동 선별 비젼 시스템)

  • 박귀태;김진헌;정순원;송승철
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1992.10a
    • /
    • pp.358-363
    • /
    • 1992
  • The tire manufacturing process demands classification of tire types when the tires are transferred between the inner processes. Though most processes are being well automated, the classification relies greatly upon the visual inspection of humen. This has been an obstacle to the factory automation of tire manufacturing companies. This paper proposes an effective vision systems which can be usefully applied to the tire classification process in real time. The system adopts a parallel architecture using multiple transputers and contains the algorithms of preprocesssing for character recognition. The system can be easily expandable to manipulate the large data that can be processed seperately.

  • PDF

Study the graft method related to the design of monster character in games (게임 괴물 캐릭터 조형의 접목 방법에 대한 연구)

  • Sun, Shu-Ping;Lee, Dong-Lyeor
    • Journal of Digital Convergence
    • /
    • v.13 no.11
    • /
    • pp.357-364
    • /
    • 2015
  • Because of the unique images of monsters and people curious about the unknown things in the game, gamers escape from ordinary life to explore a whole new world of games in the virtual space. Gamers monster while dealing with characters that are not in the real world, I feel the joy and freshness, much to the popularity of these unique characters are gamers. Is the study of the game Monster character to now is still food that fell short, there is currently many games with the simple design by limiting the monster character design for simple figurative design in the characters monster representation of the figurative simple character designs is fulfilling the week The feed. To analyze the convergence of the monster character design in various ways and to apply the formative apply thoughtful design of the monster characters. This study combines research with a multidisciplinary approach based on the traditional image of the monster character image.

3D Animation Character Development Pipeline using 3D Printing (3차원 프린팅을 활용한 3차원 애니메이션 캐릭터 개발 파이프라인)

  • Kim, Kyoung-Ho;Lee, Jeongjin
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.8
    • /
    • pp.52-59
    • /
    • 2013
  • Recently, the importance of the efficient production pipeline design has been increased for 3D animation, which becomes more delicate. In this paper, we propose 3D animation character development pipeline using 3D printing technology. We introduce 3D printing procedure into each step of the classical 3D animation and character development pipeline to incorporate the feed-back from the designer immediately. Specially, during the production step, we can find the design errors and minimize the period of production by using 3D printing of approximate shape of designed character. Using proposed method, eight DreaMegg characters were developed and their quality was very high with respect to 3D virtual graphics and real product. Using our method, high-quality 3D animation character can be developed with the minimized time and cost for development by reflecting the feed-back into production line from designers and researchers immediately.

A study of contempt characters for storytelling (스토리텔링을 위한 모멸형 케릭터 연구)

  • Lee, Kang-Hyun
    • Journal of Digital Convergence
    • /
    • v.11 no.12
    • /
    • pp.777-784
    • /
    • 2013
  • A novel is a conversation between self and the real world. They are not only sensitive act to the real world, but also a pattern of the real through the converse between self and the real world without making the real his own. This analysis on the works of Son and his essence shows that he tried to express his self-denial aesthetics and human-denial aesthetics as well as self-closing aesthetics.

A Case Study on Application of the NABI Program to Realize the 'Practice Centered Mechanism of Manifesting Character' ('실천 중심 인성 발현 메커니즘' 구현을 위한 NABI 프로그램의 적용 사례)

  • Park, Dahye;Park, Jongseok
    • Journal of The Korean Association For Science Education
    • /
    • v.36 no.6
    • /
    • pp.947-957
    • /
    • 2016
  • Today, in accordance with emphasizing the importance of character education, science educators have tried to implement character education in the field of science education. Therefore, this research aims to confirm the possibility of the realization of 'Practice Centered Mechanism of Manifesting Character' developed on the basis of character education theory through the application of the NABI Program based on Nature-Study. For this, the NABI program was applied to 24 3rd grade students of an elementary school for a period of ten months. Qualitative data was collected like students' reports, journals, and video recording of the classes. This data was classified into 'value, judgment, action,' the steps of 'Practice Centered Mechanism of Manifesting Character,' and text was written by interpreting the data. The research resulted in the following: First, students formed 'value' by making a connection with the objects. And the various values - individual, interpersonal, social, ecological, and spiritual - are formed according to the type of objects with which the students felt a connection to. Second, students need to judge the problems of the real world at the 'judgment' step. Third, at the 'action' step, students practice moral behavior in relation to the sympathy or feeling they felt with the objects that they made a connection to. In conclusion, 'Practice Centered Mechanism of Manifesting Character' can be realized through the application of the NABI Program. The NABI Program can be a definite way to implement character education in the field of science education.

An Algorithm of the Sketch Effect on an Image (영상의 스케치 효과 알고리즘)

  • 김봉민;김진헌
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2000.11a
    • /
    • pp.163-166
    • /
    • 2000
  • This paper presents an image processing algorithm which gives an sketch effect on the real image taken by CCD camera. The essence of the technique is the expression of shading by the line touch. Several line patterns are developed to emulate pencil drawings, fusains, Indian ink paintings. This algorithm is expected to be used for computer portraits, character development, and souvenirs.

  • PDF