• Title/Summary/Keyword: character variety

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Effects of Brief Character Strength Workshop for Enhancement of Positivity (긍정성 증진을 위한 단기 성격 강점 워크샵의 효과)

  • Kim, Sun-Young;Lee, Ji-Eun;Choi, Jeong-Woo;Han, You;Beak, Kung-Hee;Huh, Hyu-Jung;Chae, Jeong-Ho
    • Anxiety and mood
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    • v.10 no.1
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    • pp.52-58
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    • 2014
  • Objective : The purpose of this study is to develop the one-session positive psychology based strength enhancing workshop and verify effect of this program. This program is composed of lecture based on positive psychology and activities for identifying and utilizing personal character strengths. Methods : Total 81 participants were participated in this study. Positive Resources Test was assessed the change of personal positive resources at pre-, post program and subjective satisfaction for the workshop was measured at the post program. Repeated-t test was performed to identify the effect of this program. Results : Among the positive resources, satisfaction with life, positive affect, gratitude, acceptance, personal growth, efficacy, flow, resilience, hope, spirituality are significantly increased after program. Conclusion : Although this study is a single-session program without control group for comparison, it is meaningful to try a short-term intervention concise the program consisting of more than 8 sessions. This study will be based on the future development a variety of positive interventions.

Development of a Low-cost Industrial OCR System with an End-to-end Deep Learning Technology

  • Subedi, Bharat;Yunusov, Jahongir;Gaybulayev, Abdulaziz;Kim, Tae-Hyong
    • IEMEK Journal of Embedded Systems and Applications
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    • v.15 no.2
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    • pp.51-60
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    • 2020
  • Optical character recognition (OCR) has been studied for decades because it is very useful in a variety of places. Nowadays, OCR's performance has improved significantly due to outstanding deep learning technology. Thus, there is an increasing demand for commercial-grade but affordable OCR systems. We have developed a low-cost, high-performance OCR system for the industry with the cheapest embedded developer kit that supports GPU acceleration. To achieve high accuracy for industrial use on limited computing resources, we chose a state-of-the-art text recognition algorithm that uses an end-to-end deep learning network as a baseline model. The model was then improved by replacing the feature extraction network with the best one suited to our conditions. Among the various candidate networks, EfficientNet-B3 has shown the best performance: excellent recognition accuracy with relatively low memory consumption. Besides, we have optimized the model written in TensorFlow's Python API using TensorFlow-TensorRT integration and TensorFlow's C++ API, respectively.

Specialized Job Drama's Traits and Aspects of Development in 2000's (2000년대 전문직 드라마의 특징과 발전 양상)

  • Lee, Won
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.68-75
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    • 2012
  • The terrestrial television broadcasting has increased the number of the specialized job drama in the programming in 2000's, for overcoming the limit of the materials and reflecting the new sociocultural phenomenon valuing the specialized job. This drama benefits from good audience and huge fans, while the low average rate of audience shows the limit of competitiveness of this new genre. The text analysis clarifies three traits of the specialized job drama. At first, this genre is characterized by the variety of materials and the attempt of realistic description. Then, its narrative structure is organized so as to develop a story based rather on the success of career than on the relation of love. Finally, its last trait lives in the character of the heroes which is a creation based on the narrative structure.

Influence of Spacing on Seed Yield and Yield Component Characters in Three Different Types of Soybean Canopy (대두의 모형에 따른 재식밀도가 종실수량 및 수량구성형질에 미치는 영향)

  • Shin-Han Kwon;Yong-Tae An;Gwang-Rae Kim;Jong-Sun Eun
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.14
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    • pp.91-96
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    • 1973
  • This study was conducted to determine optimum canopy type for dense planting with three soybean varieties possessing different types of canopy. The experimental plots were arranged in split-split plot design. Branches and pods per plant were both reduced by close planting, particularly keen responses were observed in the variety Clark. Number of nodes per plant seems a characteristics of each variety and was independent character from the plant height. Clark, tall variety, was most resistant to lodging and it may be due to the elasticity of the stem. Seed yields of Jangdan-Baikmok, branching type, tended to be lower at the dense spacing, whereas, branchless type variety Clark was higher in seed yield at the dense planting. These results indicate that the plant type possessing more nodes and less branching per plant with be suitable for dense planting.

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By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

Control of RPG Game Characters using Genetic Algorithm and Neural Network (유전 알고리즘과 신경망을 이용한 RPG 게임 캐릭터의 제어)

  • Kwun, O-Kyang;Park, Jong-Koo
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.13-22
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    • 2006
  • As the development of games continues, the intelligence of NPC is becoming more and more important. Nowadays, the NPCs of MMORPGS are not only capable of simple actions like moving and attacking players, but also utilizing variety of skills and tactics as human-players do. This study suggests a method that grants characters used in RPG(Role-Playing Game) an ability of training and adaptation using Neural network and Genetic Algorithm. In this study, a simple game-play model is constructed to test how suggested intellect characters could train and adapt themselves to game rules and tactics. In the game-play model, three types of characters(Tanker, Dealer, Healer) are used. Intellect character group constructed by NN and GA, and trained by combats against enemy character group constructed by FSM. As the result of test, the proposed intellect characters group acquire an appropriate combat tactics by themselves according to their abilities and those of enemies, and adapt change of game rule.

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Development of Image Mark for reconsideration of College Image (대학 이미지 제고를 위한 Image Mark 개발 -동명대학을 중심으로-)

  • 신인식
    • Archives of design research
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    • v.14 no.4
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    • pp.227-235
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    • 2001
  • At present the educational envelopment of our country was placed in the difficult situation that cannot help but coping with the situation positively and actively against a lot of change and the crisis inside and outside. By employing the UI(university Identity) or CI(College Identity) for the communication method to overcome the above present situation and to take a triangular position again, those are recognized that making an effort to amend or re-generate the present images is important in the management of college. But UI or CI are upright and have strong feeling on the specific character of college which is called as educational organization. And in its application, it shows weak point that cannot scope softly against the changing current of times by lack of adaptability. By congesting the restriction of conveyance of image and upright nature of such operation, and also by developing the Image Mark that can convey variety, affection and polished feeling, and further by conveying the future-oriented images aimed by college to the educational consumers closely and softly, it is to take the roils faithfully for the strengthening of competitive power of college. In addition, in order to convey college image softly and effectively and also utilize as a means of positive propaganda, character was developed together.

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A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.

A Analysis on the Relations among Characters shown in SBS Wednesday and Thursday Dramas -Focusing on the Greimas' Actantial Model- (SBS 수목드라마에서 나타난 등장인물 관계분석 -그레마스 행위소 모델 중심으로-)

  • Lim, Woon-Joo
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.481-486
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    • 2015
  • This study aimed to analyze how a variety of relations created by the actions of characters shown in SBS Wednesday and Thursday dramas are communicated by using Greimas' actantial model. This study analyzed the sparsity structure that the subject have in relations between the subject, and a desire structure that the subject have will appear if we look into the interactive and binding relation between the subject and the object in the process of solving those problems. In the relations between the subject and originator, the role of originator in the dramas was limited when his or her character is established as a poor character weaker than the subject and the one to be protected, whereas he or she was more authoritative than the subject in the structure that originator shares a role as an antagonist. Objectors shown in three works gave help to the solution of incident after all by turning coat as another cooperators of the subject and the object, showing a tendency to reach maturity rather than being unhappy.

Creating Stick Figure Animations Based on Captured Motion Data (모션 캡쳐 데이터에 기초한 스틱 피규어애니메이션 제작)

  • Choi, Myung Geol;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.23-31
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    • 2015
  • We present a method for creating realistic 2D stick figure animations easily and rapidly using captured motion data. Stick figure animations are typically created by drawing a single pose for each frame manually for the entire time interval. In contrast, our method allows the user to summarize an action (e.g. kick, jump) for an extended period of time into a single image in which one or more action lines are drawn over a stick figure to represent the moving directions of body parts. In order to synthesize a series of time-varying poses automatically from the given image, our system first builds a deformable character model that can make arbitrary deformations of the user's stick figure drawing in 2D plane. Then, the system searches for an optimal motion segment that best fits the given pose and action lines from pre-recorded motion database. Deforming the character model to imitate the retrieved motion segment produces the final stick figure animation. We demonstrate the usefulness of our method in creating interesting stick figure animations with little effort through experiments using a variety of stick figure styles and captured motion data.