• Title/Summary/Keyword: character's network

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Partially Connected Multi-Layer Perceptrons and their Combination for Off-line Handwritten Hangul Recognition (오프라인 필기체 전표용 한글 인식을 위한 부분 연결 다층 신경망과 결합)

  • 백영목;임길택;진성일
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.36C no.4
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    • pp.87-94
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    • 1999
  • This paper presents a study on the off-line handwritten Hangul (Korean) character recognition using the partially connected neural network (PCNN), which is based on partial connections between the input receptive fields and the hidden nodes. The hidden nodes of three PCNNs have ten receptive fields and different input feature sets. And we introduce modular partially connected neural network (MPCNN), The MPCNN combines three PCNNs with a merging network. The learning scheme of the proposed networks is composed of two steps: PCNN learning step and the merging step of combining three PCNN s. In the merging step, another merging PCNN network is introduced and trained by regarding the hidden output of each PCNN as a new input feature vector. The performance of the proposed classifier is verified on the recognition of 18 off-line handwritten Hangul characters widely used in business cards in Korea.

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THE ACTIVITIES OF AMALGAMATED TERRITORIAL COMMUNITIES IN THE CONTEXT OF SUSTAINABLE DEVELOPMENT OF THE ENVIRONMENT: THE EXPERIENCE OF UKRAINE AND THE EU STATES

  • Ridei, Nataliia;Bakhmat, Oleh;Plahtiy, Danylo;Polova, Olena;Holovnia, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.323-331
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    • 2021
  • The relevance of the study implies the need to explain the main determinants of environmental policy, allowing countries to converge on a common working basis. The purpose of the research is to explore ways in which the environmental aspects of EU regions and territories can be shaped to apply to domestic environmental policy. A total of 997 representatives from the Ukrainian UTCs, who are involved in local environmental policy, participated in the survey. Results of the research. A hierarchy of regional environmental policy objectives has been identified. Three key principles of eco-policy development have been distinguished. The means of the innovative approach strategy implementation have been outlined (formation of the regional market of environmental services; organization of interaction between environmental agencies and market structures; establishment of environmental funds which finance environmental activities; implementation of the "collateral return" system; formation of a system of benefits and loans to enterprises that successfully implement the environmental policy). The means of the prognostic approach implementation strategy to the development of the region's environmental policy have been determined (the use of an orderly and successful long-term strategy of economic development of the region; obligatory consideration in the mechanisms strategy aimed at improvement of environmental management system of the region, interbranch impact of the projects implemented on the region's ecological situation; taking into consideration the economic and geographical peculiarities of the region, the necessary infrastructure, issues of the territorial location of the large enterprises in the region and their impact on the environment). The means of the traditional approach strategy implementation have been outlined (activity programs focused on solution of specific problems, rather than on the implementation of measures for environmental restoration and enhancement; nature conservation problems have interbranch, interdepartmental character due to unity of the region's ecosystem; tracking complexity of changing conditions (water basins, woodlands, air-mass transport), regional boundaries generally do not coincide with natural ecosystems boundaries). The practical significance of the study lies in providing recommendations for the implementation of certain aspects of Ukrainian UTC's environmental policy.

A Study on the Influence of Cybernetics in Architecture of Cedric Price -Focused on 'Fun Palace' Project- (세드릭 프라이스의 건축에 나타나는 사이버네틱스의 영향 -'펀 팰리스' 프로젝트를 중심으로-)

  • Kim, Jung Soo
    • Journal of architectural history
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    • v.26 no.5
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    • pp.7-18
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    • 2017
  • The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be an improvisational learning space, so Price proposed the building as 'kit of parts' which can respond to programmatic indeterminacy. Cybernetics was introduced to control this flexibility dramatically changed the character of the project from 'theatre of people' to 'interactive machine'. That resulted in the change of the status of user from subjective human beings to abstract data in the cybernetic algorithm as well, and led the project to a completely opposite direction from that Price intended. After Fun Palace, cybernetics technology could still be found in his other projects, and it can be assumed that this was because the algorithmic system of cybernetics were on the same line of thought of Price's idea - anti-building or 'kit of parts'. The effects of cybernetics varied in projects; Similar negative effect in Fun Palace can be found in Generator project, but on the other hand, in Potteries Thinkbelt project, cybernetics showed a positive aspect by contribution to the development of project on the formal analogy of algorithmic network.

A Study on Outdoor Behavior and Satisfaction of Children by the Physical Character of Outdoor Space of Housing Area in Daegu (I. 주거지 외부공간의 물리적 특성에 따른 아동의 외부활동 행태 및 만족도에 관한 연구 - 대구광역시 택지개발지구를 중심으로 -)

  • Kim, Myo-Jung;Kim, Soo-Young
    • Journal of the Korean housing association
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    • v.17 no.5
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    • pp.169-178
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    • 2006
  • The purpose of this study is to provide the guidelines for housing area that consider the children's outdoor behavior. This study was complemented the limit of study method of the previous studies limiting the subject to play space in APT. So, this study was progressed the analyzation of physical characters of outdoor spaces, the observation of children's activities behavior, and the survey of children's opinion and satisfaction. Especially, 2 objective housing areas of this study were selected the deferent areas. The deferents were the structure of street, the location shape of parks, and the physical characters(accessibility, network etc.). Finally, founding on the result of this study, the 7 guidelines of housing area for children were presented : play space, park & green space, space of around the education facilities, space of around the commercial facilities, street space, square, and parking lot. This study have means that expand the objective range and use the variety study methods.

Fashion style and user response to interactive online dressing games - Analysis of Korean traditional attire - (온라인 스타일링 게임 컨텐츠의 패션과 사용자 반응 - 한국전통복식 분석 -)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.28 no.4
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    • pp.420-428
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    • 2020
  • This study analyzed the expression of hanbok in online fashion styling games, and examined the main themes of and user reactions to hanbok fashion styling games through semantic network analysis and sentiment analysis. KrKwic, Textom, and NodeXL were used for data collection and analysis. The findings of the study are as follows: First, depending on the designer's expressive method, hanbok fashion styling games provide typical traditional hanbok, modern hanbok, and dress-like fusion hanbok, demonstrating contents with various themes for different sexes, classes, and situations. Second, as a result of analyzing the themes of hanbok-related styling game contents, it turned out that the main themes are tradition, color, historical drama, fusion hanbok, holiday, and love. Most of them produce modernized hanbok that reflect the situation and utility rather than strictly traditional ones. Third, as a result of analyzing user reviews of hanbok styling game contents, positive factors mostly turned out to be the satisfaction of the hanbok contents, with the users also showing positive intent to wear hanbok. Through this, it was found out that hanboks portrayed in game contents could potentially cause the user's positive intent to wear hanbok. Negative factors turned out to be the discordance between the intrinsic image of hanbok and the game character's image.

Money as a Polycontextual Value and Means of Self-Identification of a Modern Person: Traditional vs Virtual

  • S. Khrypko;Qi Yang;M. Kozlovets;I. Chornomordenko;M. Kolinko ;V. Havronenko;O. Lobanchuk;Н. Salo
    • International Journal of Computer Science & Network Security
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    • v.23 no.2
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    • pp.1-12
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    • 2023
  • The article examines the axiological psycho-philosophical understanding of the phenomenon of money and its value role in modern society. The traditional and virtual context of the representation of the money phenomenon is considered.Following the ideas of G. Simmel, the authors consider money not only as a purely economic, but also a psycho-philosophical, cultural and social phenomenon. Money appears as a result of cultural development of the world and gradually forms a monetary culture as a space of economic and social interaction of people. Under the influence of the monetary culture of one or another historical period, the character of a person's economic activity, values and life orientations are formed. Modern money culture is often called financial civilization. Peculiarities of modern monetary culture are studied, its main features and problems are determined in the article. The problem of the peculiarities of the constructive and destructive attitude of the individual towards money is identified; a psycho-philosophical and cultural-identification typology of people is described, which is based on clinical observations and interpreted through the prism of psychoanalytic theory. The concept of money is highlighted from the standpoint of a social-psychological approach. The theoretical foundations of money's influence on the decision-making process and human behavior are also revealed.

Comparisons of Recognition Rates for the Off-line Handwritten Hangul using Learning Codes based on Neural Network (신경망 학습 코드에 따른 오프라인 필기체 한글 인식률 비교)

  • Kim, Mi-Young;Cho, Yong-Beom
    • Journal of IKEEE
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    • v.2 no.1 s.2
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    • pp.150-159
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    • 1998
  • This paper described the recognition of the Off-line handwritten Hangul based on neural network using a feature extraction method. Features of Hangul can be extracted by a $5{\times}5$ window method which is the modified $3{\times}3$ mask method. These features are coded to binary patterns in order to use neural network's inputs efficiently. Hangul character is recognized by the consonant, the vertical vowel, and the horizontal vowel, separately. In order to verify the recognition rate, three different coding methods were used for neural networks. Three methods were the fixed-code method, the learned-code I method, and the learned-code II method. The result was shown that the learned-code II method was the best among three methods. The result of the learned-code II method was shown 100% recognition rate for the vertical vowel, 100% for the horizontal vowel, and 98.33% for the learned consonants and 93.75% for the new consonants.

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Neural network for automatic skinning weight painting using SDF (SDF를 이용한 자동 스키닝 웨이트 페인팅 신경망)

  • Hyoseok Seol;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.17-24
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    • 2023
  • In computer graphics and computer vision research and its applications, various representations of 3D objects, such as point clouds, voxels, or triangular meshes, are used depending on the purpose. The need for animating characters using these representations is also growing. In a typical animation pipeline called skeletal animation, "skinning weight painting" is required to determine how joints influence a vertex on the character's skin. In this paper, we introduce a neural network for automatically performing skinning weight painting for characters represented in various formats. We utilize signed distance fields (SDF) to handle different representations and employ graph neural networks and multi-layer perceptrons to predict the skinning weights for a given point.

On the Library Administrative Systems and Legislations in Russia (러시아의 도서관 행정.법제에 관한 고찰)

  • Yoon Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.35 no.3
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    • pp.23-40
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    • 2004
  • The purpose of this paper is to overview the administrative system and legislation of Russia's libraries with priority given to public library. After the breakup of the Soviet Union in 1991, Russia began to set up a new political, legal, and economic system. Russia has about 51,000 public libraries. Most towns and large villages have a public library As a rule, public libraries are unified in centralized systems coincident in their location with administrative regions. The great majority of public libraries are part of a network subordinated to the Ministry of Culture of the Russian Federation. Library legislation is an important guarantee of the success of library service. Two definitive federal laws were enacted in 1994, Library Law and Legal Deposit Copy Law. In 2001, the Russian Library Association adopted the Model Standard for Public Library. It has a recommendatory character and it is addressed to both librarians and local authorities.

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A study on the up-cycling characteristics of the marquage paintings in contemporary fashion (현대패션에 나타난 마카쥬 기법의 업 사이클링 표현 특성)

  • Han, Yeon-Hee;Kim, Jung-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.139-151
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    • 2019
  • This study intends to present the directions for effective up-cycling design using Marquage painting through analysis of trends and the formative characteristics of fashion products. Research was conducted through a literature review (published papers, books and web site contents). Cases were analyzed by examining the contents of web sites of global luxury brands, representative workshops, and social network sites (SNS). The results of the study are categorized as follows, First, Marquage paintings are continuously used by global luxury brands and have developed as an expression of self-ownership and the personalization of one's identity. Second, fashion brands use Marquage painting as a customized service for sales. On the other hand, Marquage paintings are used as a kind of up-cycling to present old goods as brand new ones. Third, the patterns used in Marquage painting were classified into five types: geometric patterns, logo patterns, character patterns, lettering patterns, and art patterns. Moreover, formalization by Marquage patterns is represented by identification, customization, and up-cycling. Finally, to up-cycle the expressive features of Marquage- sustainability, scarcity, storytelling, and originality based on factors of up-cycling need to be reflected.