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A Character Identification Method using Postpositions for Animate Nouns in Korean Novels (한국어 소설에서 유정명사용 조사 기반의 인물 추출 기법)

  • Park, Taekeun;Kim, Seung-Hoon
    • Journal of Information Technology Services
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    • v.15 no.3
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    • pp.115-125
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    • 2016
  • Novels includes various character names, depending on the genre and the spatio-temporal background of the novels and the nationality of characters. Besides, characters and their names in a novel are created by the author's pen and imagination. As a result, any proper noun dictionary cannot include all kind of character names which have been created or will be created by authors. In addition, since Korean does not have capitalization feature, character names in Korean are harder to detect than those in English. Fortunately, however, Korean has postpositions, such as "-ege" and "hante", used by a sentient being or an animate object (noun). We call such postpositions as animate postpositions in this paper. In a previous study, the authors manually selected character names by referencing both Wikipedia and well-known people dictionaries after utilizing Korean morpheme analyzer, a proper noun dictionary, postpositions (e.g., "-ga", "-eun", "-neun", "-eui", and "-ege"), and titles (e.g., "buin"), in order to extract social networks from three novels translated into or written in Korean. But, the precision, recall, and F-measure rates of character identification are not presented in the study. In this paper, we evaluate the quantitative contribution of animate postpositions to character identification from novels, in terms of precision, recall, and F-measure. The results show that utilizing animate postpositions is a valuable and powerful tool in character identification without a proper noun dictionary from novels translated into or written in Korean.

Sentence interpretation strategies by typically developing and late-talking Korean toddlers (말 늦은 아동의 문장 이해 전략)

  • Jo, Sujung;Hwang, Mina;Choi, Kyung-Soon
    • Phonetics and Speech Sciences
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    • v.6 no.3
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    • pp.13-21
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    • 2014
  • Late talkers are young children who are delayed in their expressive language skills despite normal nonverbal cognitive ability, adequate hearing and typical personality development. The purpose of this study is to investigate the sentence interpretation strategies used by Korean-speaking late talkers and age-matched normal children. Nine late talkers and nine normal children matched by age at 30-35months were participated in this study. 27 simple noun-noun-verb(NNV) sentences were generated by factorial combination of case-marker [nominal case-marker on the first noun and accusative on the second (C1), accusative on the first noun and nominative on the second (C2), and no case markers on both nouns (C0)], and animacy of the nouns [animate-inanimate(AI), inanimate-animate(IA), animate-animate(AA)]. All the children were asked to "act out" their interpretation of the given sentence. For each type of sentences the percentage of choices of the first noun as the agent was calculated. The results of group (2) ${\times}$ animacy(3) ${\times}$ case-marker(3) mixed ANOVA showed a significant main effect for 'animacy', 'case marker' and 'group(2) ${\times}$ case-marker (3)'. The late talkers relied on semantic (animacy) cues in their interpretation of the sentences, while the normal peers utilized both animacy and grammatical morpheme (case-marker) cues. The results indicated that the late-talkers' comprehension skills were also delayed.

Semantic Alternation of Korean Case Markers '에e' and '에게ege', and '에서eseo' and '에게서 egeseo'

  • Kim, Jungnam;Shim, Yanghee
    • Cross-Cultural Studies
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    • v.36
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    • pp.271-291
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    • 2014
  • In this paper, we maintain that case makers '에e' and '에게ege', and '에서eseo' and '에게서egeseo' are not two separate morphemes but are simply allomorphs of the same morphemes respectively. When '에e' and '에게ege' are used as a dative marker, they show exactly the same semantic function and are in complementary distribution in relation to the semantic features of their preceding noun; that is, if the preceding noun is an animate noun, '에게ege' is used and '에e' is used if not. Also, '에게서egeseo' and '에서eseo' as ablative and locative case makers show exactly the same semantic function and show complementary distribution depending on whether the preceding noun is animate or non-animate. Therefore, we assume that these markers are semantically conditioned allomorphs.

Computer programs and practical examples on education of mathematics (수학교육의 전산화에 대한 이론과 실제)

  • 한재영
    • Journal of Educational Research in Mathematics
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    • v.8 no.1
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    • pp.269-278
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    • 1998
  • This paper is composed of computer programs and practical examples for the education of mathematics. The Animation package in the Mathematica standard packages is the Graphics Animation. Animations are the ways which produce a sequence of different pictures by rapid succession. The command Animate has a number of options such as Animate, SpinShow and ShowAnimation. Mathematica is available for a large variety of practical education of mathematics. The method in this report are familiar with the general principles of operating the computer in Mathematica 3.0. In this paper there a set of useful examples of mathematical education and we discusses some of the advanced technique for the Input-Output systems.

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3-Dimensional Simulation Model for Automated Container Terminals (자동화 컨테이너터미널을 위한 3차원 시뮬레이션 모델)

  • Choi, Yong-Seok;Ha, Tae-Young
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.05a
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    • pp.74-81
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    • 2005
  • In this study, we introduce a 3D simulation model to support the design on ACT(Automated Container Terminal) using 3D animation. The developed simulation model simulate virtual operations of ACT and animate the simulated results with real time. We provide several validation points for the design of ACT. And the developed system applied an object-oriented design and C++ programming to increase the reusability and extensibility. We can perform the various simulation experiment and analyze performances to estimate the required number of equipment using developed simulation model.

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Development of Real-Time Musical Visualizing System for the Deaf (청각 장애인을 위한 음악의 실시간 시각화 시스템 개발)

  • Choi, Doo-Il
    • Proceedings of the KIEE Conference
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    • 1999.11c
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    • pp.724-726
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    • 1999
  • We have developed a real time musical visualizing system works on PC with sound card and windows 95 or more. The system can extract some features of music signal and animate various screen -i.e wave, spectrum, simulated water jet - according to extracted features. We have used the system at the concert for the deaf and contributed for deaf to understand the music.

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Efficient Methods for Cloth Animation and Collision Handling (효율적인 옷감 애니메이션 및 충돌 처리 기법)

  • 강영민
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.125-128
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    • 2003
  • This paper proposes efficient cloth animation and collision handling methods. There have been various techniques for the generation of cloth behavior. However, the cloth animation is still a challenging subject in real-time environments. This paper presents an efficient animation method based on implicit integration. The proposed method can efficiently animate virtual cloth object with complex geometry. In addition, this paper also introduces an efficient collision handling method. The collision resolution is another important issue in cloth animation since deformable objects has special collision problem called self-collision. In this paper, the self-collision was successfully avoided in real - time environments.

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A Simulation Analysis of Producton/Inventory Policy with Interference (간섭현상을 고려한 생산/재고 정책의 시뮬레이션 분석)

  • 박회룡;최진영
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.18 no.35
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    • pp.131-138
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    • 1995
  • For the purpose of the reduction of tile cost, a production/inventory model including the interference phenomenon was developed. By investigating the cause and the characteristics of the direct/indirect cost due to the interference phenomenon, a strategy for suitable production was developed. The developed model was quantitatively validated using an existing-EPQ model and the SIMAN package was used to simulate and animate the model. Consequently, it was presented that the total operating cost of the system could be decreased with tile proposed model.

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A Comparative Study on Revetment Techniques in a Restoration Stream (하천복원구간에서 호안공법의 비교 연구)

  • Kim, Sung-Bum;Seo, Young-Min;Jang, Kwang-Jin;Jee, Hong-Kee
    • 한국방재학회:학술대회논문집
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    • 2007.02a
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    • pp.612-615
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    • 2007
  • The environmental damage caused by river-improvement and slope of incision cliff can dest habitations of animate nature and it takes long time for restoration. River system constructed with stability of flood control, fine biotope, harmony with surroundings should be need to protect and restore nature. Therefore, in this study, conduct comparative experiment in various methods which are stable hydraulically and develop vegetation on revetment of bank, stream bed protection and disaster prevention aspect.

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A Method for Generating Inbetween Frames in Sign Language Animation (수화 애니메이션을 위한 중간 프레임 생성 방법)

  • O, Jeong-Geun;Kim, Sang-Cheol
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.5
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    • pp.1317-1329
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    • 2000
  • The advanced techniques for video processing and computer graphics enables a sign language education system to appear. the system is capable of showing a sign language motion for an arbitrary sentence using the captured video clips of sign language words. In this paper, a method is suggested which generates the frames between the last frame of a word and the first frame of its following word in order to animate hand motion. In our method, we find hand locations and angles which are required for in between frame generation, capture and store the hand images at those locations and angles. The inbetween frames generation is simply a task of finding a sequence of hand angles and locations. Our method is computationally simple and requires a relatively small amount of disk space. However, our experiments show that inbetween frames for the presentation at about 15fps (frame per second) are achieved so tat the smooth animation of hand motion is possible. Our method improves on previous works in which computation cost is relativey high or unnecessary images are generated.

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