• Title/Summary/Keyword: character type

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ON PIECEWISE NOETHERIAN DOMAINS

  • Chang, Gyu Whan;Kim, Hwankoo;Wang, Fanggui
    • Journal of the Korean Mathematical Society
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    • v.53 no.3
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    • pp.623-643
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    • 2016
  • In this paper, we study piecewise Noetherian (resp., piecewise w-Noetherian) properties in several settings including flat (resp., t-flat) overrings, Nagata rings, integral domains of finite character (resp., w-finite character), pullbacks of a certain type, polynomial rings, and D + XK[X] constructions.

Development of a stenographic keyboard (속기병용 키보드의 개발)

  • 장중순;정기현;홍만표;황용주;박해동
    • Proceedings of the ESK Conference
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    • 1996.10a
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    • pp.91-96
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    • 1996
  • A keyboard is deveoped which can be used for Korean stenograph. Korean characters are of combinaton type : a Korean character is composed of upper or lower consonants and a vowel. This keyboard can process more than one character at a time by pressing corres- ponding buttons together. The space-bar is divided into 6 buttons for lower consonants. If some reserved words for special stings are entered, the corresponding strings are auto- matically sent to the computers. The keyboard can also be served as a normal one.

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Recognition of Various Printed Hangul Images by using the Boundary Tracing Technique (경계선 기울기 방법을 이용한 다양한 인쇄체 한글의 인식)

  • Baek, Seung-Bok;Kang, Soon-Dae;Sohn, Young-Sun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.1
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    • pp.1-5
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    • 2003
  • In this paper, we realized a system that converts the character images of the printed Korean alphabet (Hangul) to the editable text documents by using the black and white CCD camera, We were able to abstract the contours information of the character which is based on the structural character by using the boundary tracing technique that is strong to the noise on the character recognition. By using the contours information, we recognized the horizontal vowels and vertical vowels of the character image and classify the character into the six patterns. After that, the character is divided to the unit of the consonant and vowel. The vowels are recognized by using the maximum length projection. The separated consonants are recognized by comparing the inputted pattern with the standard pattern that has the phase information of the boundary line change. We realized a system that the recognized characters are inputted to the word editor with the editable KS Hangul completion type code.

Study on News Video Character Extraction and Recognition (뉴스 비디오 자막 추출 및 인식 기법에 관한 연구)

  • 김종열;김성섭;문영식
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.40 no.1
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    • pp.10-19
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    • 2003
  • Caption information in news videos can be useful for video indexing and retrieval since it usually suggests or implies the contents of the video very well. In this paper, a new algorithm for extracting and recognizing characters from news video is proposed, without a priori knowledge such as font type, color, size of character. In the process of text region extraction, in order to improve the recognition rate for videos with complex background at low resolution, continuous frames with identical text regions are automatically detected to compose an average frame. The image of the averaged frame is projected to horizontal and vertical direction, and we apply region filling to remove backgrounds to produce the character. Then, K-means color clustering is applied to remove remaining backgrounds to produce the final text image. In the process of character recognition, simple features such as white run and zero-one transition from the center, are extracted from unknown characters. These feature are compared with the pre-composed character feature set to recognize the characters. Experimental results tested on various news videos show that the proposed method is superior in terms of caption extraction ability and character recognition rate.

By Basic Plane Figure, An Analysis Study on Appearance Type of Character in Domestic Kids TV Animation -Focus on the Broadcasting Animation on EBS- (기본 평면도형을 활용한 국내 TV 유아동 애니메이션 캐릭터 형태 분석 -한국교육방송 방영작을 중심으로-)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.397-405
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    • 2016
  • Specially, the character in the kids animation is the fundamental visual element, and also has the high value which is to connect to various related businesses. The main purpose of this study is the analysis for character's appearance by the basic plane figure, and it has studied on the authority of recognition capability which is to catch the simple shape rapidly and clearly rather than complex shape. For this study, I established the standard of analysis and then applied that to the characters which were selected in broadcasting domestic kids animation on EBS. Through this procedure, I analyzed character's appearance with the distribution chart. As the result, the circular and oval shapes are the most frequently used shapes for character's appearance. Finally, I expect the result of this study could be one of the design index for the character creation in practical environment.

A Comparative Analysis on The Age and Gender of Player Character : Focusing on The USA and Japanese Video Games (미국과 일본 게임의 플레이어 캐릭터 나이와 성별 비교 분석)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.91-100
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    • 2017
  • A player character has a significant influence on immersion. In order to understand the consumers, it is necessary to compare age and gender of player characters, which is the most basic feature of the player character. We selected a prize winning work of 15 years of USA and japanese as research subjects(in RPG and Adventure), classified age and gender of player characters and analyzed the result. In the japanese games, the ratio of pre-set player characters was 94.3% for age and 88.6% for gender. In the USA games, It was the order of the pre-set character which did not specify the age and the customized type character. In this research, we would like to contribute guidelines for player character setting to successfully advance into the USA and Japanese game market.

An Analysis of Character Customization System for Motion Sensing Game (체감형 게임의 캐릭터 커스터마이징 디자인 시스템 분석)

  • Huang, HaiBiao;Hyun, Seung-Hoon;Ryu, Seuc-Ho
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.15-21
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    • 2022
  • With the spread of COVID-19 and restrictions on outdoor exercise, the number of users using motion sensing games indoors is increasing. An avatar-type character design customization system on behalf of gamers is one of the important research topics for developers in that it can increase the game's appeal to gamers. In this paper, a motion sensing game with high sales volume and character customization is selected as a game analysis case. Through the analysis of the character customization system of the three selected games, important elements of the customization system were extracted. Finally, the shortcomings of the motion sensing game character customization system were derived, and improvement plans were presented for the selection system, transformation system, and partial system. It is expected that this proposal will serve as a reference for designing a motion sensing game character customization system in the future.

A Study on Extraction of text region using shape analysis of text in natural scene image (자연영상에서 문자의 형태 분석을 이용한 문자영역 추출에 관한 연구)

  • Yang, Jae-Ho;Han, Hyun-Ho;Kim, Ki-Bong;Lee, Sang-Hun
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.61-68
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    • 2018
  • In this paper, we propose a method of character detection by analyzing image enhancement and character type to detect characters in natural images that can be acquired in everyday life. The proposed method emphasizes the boundaries of the object part using the unsharp mask in order to improve the detection rate of the area to be recognized as a character in a natural image. By using the boundary of the enhanced object, the character candidate region of the image is detected using Maximal Stable Extermal Regions (MSER). In order to detect the region to be judged as a real character in the detected character candidate region, the shape of each region is analyzed and the non-character region other than the region having the character characteristic is removed to increase the detection rate of the actual character region. In order to compare the objective test of this paper, we compare the detection rate and the accuracy of the character region with the existing methods. Experimental results show that the proposed method improves the detection rate and accuracy of the character region over the existing character detection method.

The Characteristics of Career Attitude on the College Students Specializing in Hotel and Culinary by Personality Type (전문대학 조리과 학생들의 진로태도 유형별 성격 연구)

  • Kim, Jong-Hoon
    • Journal of the Korean Home Economics Association
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    • v.44 no.4 s.218
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    • pp.49-63
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    • 2006
  • The purpose of this study was to understand the character of career attitude according to the group type which was identified and measured by Q methodology. The subjects were 38 junior students attending hotel & food service culinary management at Kyungnam College of Information & Technology. For the study, 88 variances of Lee's career attitude were used. In the career attitude items, 26 variances of career attitude were selected by factor analysis. The 26 variances explained 70.44% of all variances. Twenty-six variances were used on Q sorting from which 9 group types were identified by SPSS window program, and these 9 occupied 75.627%n of all variance. The groups were classified into two parts extroversion and introversion. Four groups(1, 3, 6, and 9) were identified as extroversion, and 5 groups(2, 4, 5, 7, and 8) as introversion. Group 1 was explained 10.270% of all groups, group 2(14.352%), group 3(10.270%), group 4(7.527%), group 5(6.314%), group 6(5.726%), group 7(5.469%), group 8(5.006%), and group 9(4.145%). Group 1 was named as "active challenge type", group 2 as "passive consideration type", group 3 as "realistic leader type", group 4 as "conservative challenge oriented type", group 5 as "conservative harmony type", group 6 as "arbitrary plan oriented type", group 7 as "realistic stability type", group 8 as "conservative creation type" and group 9 as "conservative reality type".

Typological Approach of the Theme Park-Style Museum to the Application of Attraction Elements - Focused on Specialized Museums Inside and Outside of Korea - (어트랙션의 요소를 적용한 테마파크형 뮤지엄의 유형분석 - 국내.외의 테마박물관을 중심으로 -)

  • Kwon, Soon-Kwan
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.172-180
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    • 2007
  • Today, games, movies and amusements are the occupation of museums. This study will investigate the current trend of the theme park-style museum, the alternative space of the 21th centuty. Theme parks have moved beyond the concept of park, and they have application in commercial space, medical space, educational space and other areas, even exhibition space in an advanced country. This study researches into the characteristics of the theme park and museum, and how the style of the theme park-style museum is created. Its aim is to analyze the character of theme Park-style museum through case study with a focus on style. The theme park-style museum is an exhibition space with an emphasis on the characteristics of a theme park. The style of a theme park-style museum can be divided into ride-type, food-type, character-type and landscape-type attractions. Attractions are an important element of theme park-style museum. We recognize the new paradigm of museum in the theme park-style museum, but need to propose a method that will apply attraction elements to an exhibition space. The theme park-style museum will continually evolve with new attractions, and it is recommended that museums plan today for these changes.