• 제목/요약/키워드: character generation

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Combining Ability and Degree of Heterosis in Sucker Producing Characteristices of Flue-cured Tobacco(Nicotiana tabacum L.) (황색종 연초의 곁순 발생에 대한 조합능력과 Heterosis 정도)

  • 정석훈
    • Journal of the Korean Society of Tobacco Science
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    • v.22 no.1
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    • pp.31-38
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    • 2000
  • Seven flue-cured tobacco(Nicotiana tabacum) varieties and their 21 progenies in Fl and F2 generation, half diallel crosses(no reciprocal), were tested for the degree of heterosis and combining abilities in sucker producing character according to topping and suckering treatment. Significant difference in number and weight of sucker was observed among seven cultivars. The values of general combining ability(GCA) were greater than those of specific combining ability(SCA) in weight and number of sucker in F$_1$ generation. In topping and suckering plot, Cocker 86, McNair 944, and Va 115 revealed the significant negative GCA effects for number and weight of sucker, but By 104 and Speight G-28 did positive GCA. Without topping and suckering, GCA effects for sucker weight in Cocker 139 and Cocker 86 were negative and those for sucker number in Va. 115 were also negative. Negative SCA values in sucker weight could be observed in F$_1$ generation of Cocker 86 X BY 104 and Speiht G-28 X Cocker 86, in F$_2$ of Hicks $\times$ Speight G-28 and McNair 944 $\times$ BY 104 in topping and suckering plot. SCA in F$_1$ of McNair 944 X Cocker 86 and Speight G-28 X Cocker 139 was negative without topping and suckering. The value of heterosis in sucker producing character of F$_1$ hybrids was positive

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Proposal for Deep Learning based Character Recognition System by Virtual Data Generation (가상 데이터 생성을 통한 딥러닝 기반 문자인식 시스템 제안)

  • Lee, Seungju;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.275-278
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    • 2020
  • In this paper, we proposed a deep learning based character recognition system through virtual data generation. In order to secure the learning data that takes the largest weight in supervised learning, virtual data was created. Also, after creating virtual data, data generalization was performed to cope with various data by using augmentation parameter. Finally, the learning data composition generated data by assigning various values to augmentation parameter and font parameter. Test data for measuring the character recognition performance was constructed by cropping the text area from the actual image data. The test data was augmented considering the image distortion that may occur in real environment. Deep learning algorithm uses YOLO v3 which performs detection in real time. Inference result outputs the final detection result through post-processing.

A Study on Ozone Generation Characteristic using Ba-Ti-Si Ceramic Tube (Ba-Ti-Si 세라믹 방전관의 오존 발생 특성 연구)

  • 이동훈;박홍재;박재윤
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.16 no.7
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    • pp.634-640
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    • 2003
  • This paper is to be researched into ozone generation character of Bi-Ti-Si type high dielectric yield ceramic catalyst discharge tube. And conditions of basic experiment are the outside diameter of discharge tube : 52 mm, the length of discharge tube : 350 mm, the frequence : 900 Hz, the temperature of cooling water : 25 $^{\circ}C$, quantity of flow : 5, 10, 20 l/min, pressure : 1.2, 1.4, 1.6 atm, and distance of discharge gap : 0.4, 0.6, 0.8 mm. Ozone generation characteristics were measured to consumption power. At quantity of flow : 20 l/min, discharge gap : 0.6 mm, pressure : 1.6, and consumption power : 150 W, Maximum ozone generation efficiency of 175 g/kWh was obtained. Maximum ozone generation efficiency was measured below the flow quantity of 20 l/min at below pressure of 1.6 atm. However, Maximum ozone generation efficiency was measured over the flow quantity of 20 l/min at over pressure of 1.6 atm.

Chracteristics of Cosplay Costume (코스프레 코스튬의 특성)

  • Cho, Hyun-Jin;Cho, Woo-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.2
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    • pp.109-123
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    • 2006
  • Cosplay is compound of 'costume' and 'play' and teenagerses disguise equally with populace star or cartoon master who like and it is typical culture of character generation as play that imitate to dress and hair style, gestures. Type of cosplay costume get devided as following according to cosplay object. Animation cosplay costume represent person who appear in cartoon and animation equally. Fan cosplay costume imitates entertainer or celebrity. Game cosplay costume represent character of internet on-line Same. Movie cosplay costume is more realistic than animation or game Character as that imitate moviestar. Character cosplay costume is used by commerce purpose brand or event. Characteristics that appeared commonly in types of cosplay costume are as following. First, cosplay costume is consisted of peculiar mechanism that cosplayer perform series progress such as work selection, design development, manufacture, production, acting alone in aspect of Performance costume. Second, according to cosplay object, degree of representation became different. Character is stronger, because the characteristic is emphasized, tendency that degree of reproduction becomes low showed. Third, cosplayer's distiction appeared according to material selection, design development method and analysis.

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Control of a Three-Dimensional Character Animation Based on H-Anim (H-Anim 기반의 3차원 캐릭터 애니메이션 제어)

  • Kim, Young-Shin;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.1-6
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    • 2007
  • In this paper we describe the method of controlling the animation of 3D characters according to ISO/IEC 19774 (H-Anim) specification, which has been released by Wed3D Consortium and ISO/IEC SC24 WG6. The animation structure of the H-Anim character can be defined and modified in our H-Anim editor program. Our H-Anim animator generates the character's motion automatically according to the input of motion parameters at the character's joints interactively. This paper is focused on the development of a motion generation tool for human-like characters defined by H-Anim structures.

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A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games (축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.129-138
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    • 2017
  • In football simulation games, it is very important for the interest of the game to make the stats of the football players close to reality. As the management concept is introduced to the sports simulation game, when the user plays the game for a long time, the existing player character retires. Therefore, the game creates the environment of the game by creating a new player in the game. In this study, we propose a method to create a new player character by using genetic algorithm to have the optimal ability similar to existing players. We compare and evaluate the player character with the existing random generation method, the correction random method and the proposed algorithm, and verify the validity of the proposed method.

A Study of Aleksandr Vampilov's Play and Film (알렉산드르 밤필로프 희곡의 영상화 연구 《9월의 휴가》를 중심으로)

  • Ahn, Byong Yong
    • Cross-Cultural Studies
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    • v.29
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    • pp.7-24
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    • 2012
  • "Duck Hunting" is the most psychological play with unique structure written by Aleksandr Vampilov. The play describes protagonist hero's furious behavior with psychological instability, therefore, this play tends to be recognized as serious and complicated one. After the death of Vampilov, "Duck Hunting" was reproduced as a film, titled as "Vacation in September." This study is designed to shed light on the play's psychological-dramatic factors by focusing on the structure of narrative and spatial-temporal objet. Also, this study compared the screenshots of the play with their textual meanings, then concentrated on main character's psychological features. By focusing on protagonist hero's mind, this study tries to look into the features of the play and its meanings for modern period. The film's plot is a kind of story telling structure based on main character's memory. The short stories of main character represents that Jilov(main character's name)'s losing his own life. The audience can acknowledge that Jilov's life as a duck hunter who is cynical, ideological, lazy, and self-interest oriented person. This play provokes the audience to compare their life to Jilov's one because such comparison helps the audience recognize their lives as surplus style of life with nihilism. Jilov as a character represents one of Soviet's generation with the feeling of great loss in 1960s.

A Typo Correction System Using Artificial Neural Networks for a Text-based Ornamental Fish Search Engine

  • Hyunhak Song;Sungyoon Cho;Wongi Jeon;Kyungwon Park;Jaedong Shim;Kiwon Kwon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.8
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    • pp.2278-2291
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    • 2023
  • Imported ornamental fish should be quarantined because they can have dangerous diseases depending on their habitat. The quarantine requires a lot of time because quarantine officers collect various information on the imported ornamental fish. Inefficient quarantine processes reduce its work efficiency and accuracy. Also, long-time quarantine causes the death of environmentally sensitive ornamental fish and huge financial losses. To improve existing quarantine systems, information on ornamental fish was collected and structured, and a server was established to develop quarantine performance support software equipped with a text search engine. However, the long names of ornamental fish in general can cause many typos and time bottlenecks when we type search words for the target fish information. Therefore, we need a technique that can correct typos. Typical typo character calibration compares input text with all characters in a calibrated candidate text dictionary. However, this approach requires computational power proportional to the number of typos, resulting in slow processing time and low calibration accuracy performance. Therefore, to improve the calibration accuracy of characters, we propose a fusion system of simple Artificial Neural Network (ANN) models and character preprocessing methods that accelerate the process by minimizing the computation of the models. We also propose a typo character generation method used for training the ANN models. Simulation results show that the proposed typo character correction system is about 6 times faster than the conventional method and has 10% higher accuracy.

Character-based Subtitle Generation by Learning of Multimodal Concept Hierarchy from Cartoon Videos (멀티모달 개념계층모델을 이용한 만화비디오 컨텐츠 학습을 통한 등장인물 기반 비디오 자막 생성)

  • Kim, Kyung-Min;Ha, Jung-Woo;Lee, Beom-Jin;Zhang, Byoung-Tak
    • Journal of KIISE
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    • v.42 no.4
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    • pp.451-458
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    • 2015
  • Previous multimodal learning methods focus on problem-solving aspects, such as image and video search and tagging, rather than on knowledge acquisition via content modeling. In this paper, we propose the Multimodal Concept Hierarchy (MuCH), which is a content modeling method that uses a cartoon video dataset and a character-based subtitle generation method from the learned model. The MuCH model has a multimodal hypernetwork layer, in which the patterns of the words and image patches are represented, and a concept layer, in which each concept variable is represented by a probability distribution of the words and the image patches. The model can learn the characteristics of the characters as concepts from the video subtitles and scene images by using a Bayesian learning method and can also generate character-based subtitles from the learned model if text queries are provided. As an experiment, the MuCH model learned concepts from 'Pororo' cartoon videos with a total of 268 minutes in length and generated character-based subtitles. Finally, we compare the results with those of other multimodal learning models. The Experimental results indicate that given the same text query, our model generates more accurate and more character-specific subtitles than other models.

A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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