• Title/Summary/Keyword: data characters

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Development of Tire Character Recognition and Compensation System Using the Kinect camera (키넥트 카메라를 이용한 타이어 문자 인식 및 보정 시스템 설계)

  • Kim, Gyu-Hyun;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.248-251
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    • 2016
  • This thesis has discussed how to recognize and convert raised letters on tire to data and collect such data. Unlike the existing recognition system, the system presented by this thesis recognizes raised letters on tire through detecting letters after converting the Kinect camera image into image data in the preprocessing stage. After then, numbers and letters are analyzed through image improvement by use of binary images, noise filter, etc. In the recognition stage, letter distinction is used and raised letters on tire are recognized 100% through correction of errors by way of the correction algorithm for tire data recognition errors. In this paper it will be the development of a method of recognizing characters and the tire technology. Although there are many ways to the already recognized characters, Tire characters requires a technique different from the more general character recognition. For this reason and to develop additional technical methods and algorithms for character recognition.

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Cyanobacterial Taxonomy: Current Problems and Prospects for the Integration of Traditional and Molecular Approaches

  • Komarek, Jiri
    • ALGAE
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    • v.21 no.4
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    • pp.349-375
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    • 2006
  • The application of modern ecological, ultrastructural and molecular methods, aided by the cultivation of numerous cyanobacterial morphotypes, has substantially changed our knowledge of these organisms. It has led to major advances in cyanobacterial taxonomy and criteria for their phylogenetic classification. Molecular data provide basic criteria for cyanobacterial taxonomy; however, a correct phylogenetic system cannot be constructed without combining genetic data with knowledge from the previous 150 years research of cyanobacterial diversity. Thus, studies of morphological variation in nature, and modern morphological, ultrastructural, ecophysiological and biochemical characters need to be combined in a “polyphasic” approach. Taxonomic concepts for generic and infrageneric ranks are re-evaluated in light of combined phenotypic and molecular criteria. Despite their usefulness in experimental studies, the limitations of using strains from culture collections for systematic and nomenclatural purposes is highlighted. The need for a continual revision of strain identification and proper nomenclatural practice associated with either the bacteriological or botanical codes is emphasized. Recent advances in taxonomy are highlighted in the context of prospects for understanding cyanobacterial diversity from natural habitats, and the evolutionary and adaptational processes that cyanobacteria undergo.

Using of CDS/ISIS on Information Processing (정보처리시(情報處理時)의 CDS/ISIS 이용(利用))

  • Seo, Jinn-Y
    • Journal of Information Management
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    • v.23 no.2
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    • pp.57-72
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    • 1992
  • Look for definition and characters of information and data, CDS/ISIS which is one of the total system in information processing are introduced. Explain the main function, characters and advantages of CDS/ISIS and forethermore try to encourage of the function of current ISIS. We need program for Korean language are available.

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Research Consisting of Comparison of Character Contents through Collaboration (콜라보레이션을 통한 캐릭터 콘텐츠 비교 연구)

  • Im, Ri-Na;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.449-454
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    • 2016
  • Characters have been frequently used as a symbol or an icon in above the line advertising for generations. It has become an essential factor for companies to research about the experience that consumers have by engaging with the products that are partnered with famous or brand characters before introducing a product to the market. The character trademark has become more popular and interesting than the product itself. Therefore, products have become dependent on its character trademark. The ultimate purpose of this research is to find effective ways of increasing the value of the brand by observing various characters and how people interact with these characters, depending on the consumer's age, gender, and so forth. One would be able to collect data or information from documents as a method of this research and grasp different contents, components, concepts, and contexts of character collaboration and affiliate characters from well-known messengers, such as Kakaotalk and Line. In addition, by re-analyzing Peter Morville's Honeycomb tool, its method would set the scale of the user experience and one would be able to conduct interviews with those who are using collaboration products. This study reveals extensive guidelines for character partnership or collaboration that have been successful and creating effective marketing skills.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

Effects of the Syllable Number, Font Type, Color Contrast, Display Type, Letter Size and Age Group on the Legibility of the Korean Characters (음절수, 폰트, 색 대비, 표시 형태, 글자 크기, 연령대가 한글 문자 정답률에 미치는 영향)

  • Song, Young-Woong;Lim, Chang-Wook;Lee, In-Seok;Jung, Myung-Chul;Mo, Seung-Min;Kong, Yong-Ku
    • Journal of the Korean Society of Safety
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    • v.24 no.5
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    • pp.92-100
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    • 2009
  • This study evaluated the effects of the syllable number(one, two), font type(gothic, myung), color contrast (black on white, white on black), display type(paper, LCD), age(20s, 60s) and character size(2~80pt) on the Korean characters' legibility. Total twenty subjects from two age groups (20s: n=10, 60s: n=10, five male and five female in each group) participated in the legibility test. A target panel was presented in the distance of 50 cm, and subjects conducted a reading tests for, in total, 16 treatment conditions (full combination of syllable number, font type, color contrast and display type). Results showed that two-syllable words revealed better legibility than one-syllable character. The main effects of the age, display type, font type, color contrast, and character size were statistically significant(p<0.01). Paper showed better legibility than LCD, particularly in the 20s and in the character sizes of less than 9pt. Gothic revealed more correct answers than Myung, particularly in the 60s, paper, and white on black conditions. It is expected that these results can provide basic data for the determination of the Korean characters' minimum legible size standards. For example, the minimum legible size for the Gothic and black on white characters presented in the paper should be 5pt for 20s and 1lpt for 60s if the 75% correct reading(3 correct answers in this study) was applied for the legibility criterion.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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Prediction Techniques for Difficulty Level of Hanja Using Multiple Linear Regression (다중 회귀 분석을 이용한 한자 난이도 예측 기법 연구)

  • Choi, Jeongwhan;Noh, Jiwoo;Kim, Suntae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.219-225
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    • 2019
  • There is a problem with the existing method of selecting the difficulty levels of Hanja characters. Some Hanja characters selected by the existing methods are different from Sino-Korean words used in real life and it is impossible to know how many times the Hanja characters are used. To solve this problem, we measure the difficulty of Hanja characters using the multiple regression analysis with the frequency as the features. Based on the elementary textbooks, FWS and FHU are counted. A questionnaire is written using the two frequencies and stroke together to answer the appropriate timing of learning the Hanja characters and use them as target variables for regression. Use stepwise regression to select the appropriate features and perform multiple linear regression. The R2 score of the model was 0.1105 and the RMSE was 0.1105.

Automatic Generation of Training Character Samples for OCR Systems

  • Le, Ha;Kim, Soo-Hyung;Na, In-Seop;Do, Yen;Park, Sang-Cheol;Jeong, Sun-Hwa
    • International Journal of Contents
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    • v.8 no.3
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    • pp.83-93
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    • 2012
  • In this paper, we propose a novel method that automatically generates real character images to familiarize existing OCR systems with new fonts. At first, we generate synthetic character images using a simple degradation model. The synthetic data is used to train an OCR engine, and the trained OCR is used to recognize and label real character images that are segmented from ideal document images. Since the OCR engine is unable to recognize accurately all real character images, a substring matching method is employed to fix wrongly labeled characters by comparing two strings; one is the string grouped by recognized characters in an ideal document image, and the other is the ordered string of characters which we are considering to train and recognize. Based on our method, we build a system that automatically generates 2350 most common Korean and 117 alphanumeric characters from new fonts. The ideal document images used in the system are postal envelope images with characters printed in ascending order of their codes. The proposed system achieved a labeling accuracy of 99%. Therefore, we believe that our system is effective in facilitating the generation of numerous character samples to enhance the recognition rate of existing OCR systems for fonts that have never been trained.

Genetic analysis on Some Quantitative Characters in Tobacco(Nicotiana tabacum L.) Breeding (연초(NIcotiana Tabacum L.) 육종을 위한 제형질의 통계유전학적 연구 III. 이면교잡에 의한 유전자 분포상태 및 우성정도추정)

  • Cho, Myung-Cho;Yu, Ik-Sang;Kim, Jin-Hyeong
    • Journal of the Korean Society of Tobacco Science
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    • v.11 no.2
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    • pp.157-179
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    • 1989
  • This Study was conducted to estimate the degree of dominance and gene frequency of some sueful characters in tobacco. The eight parents and a set of 28 crosses of F'1s was F'2s were used as materials, and planted on oriental's and burley cultivated system as randomized block designs, respectively. The observed characters were six agronomic characters which were plant height, number of leaves per plant, leaf length, leaf width, days to flowering and yield, and the data obtained from the experiment were analyzed from methods by Hayman's and Jinks. The results obtained are summarized as follows: 1. In Vr-Wr graphical analysis, number of leaves per plant, leaf length, days to flowering and yield were found to be inherited in partial dominance, and plant height was over dominance to be similar to complete dominance, but leaf width was inherited with partial dominance close to complete dominance. 2. In the gene frequency, two varieties Xanthi-Basma and KA 102, for days to flowering and yield had larger number of dominant genes as those were situated near the point of origen. 3. Additive effects of genes(D) were greater than dominance effects of Genes(H) for six agronomic characters except plant height, and mean degree of dominance over all loci was lower than 1 for days to flowering yield, leaf length and number of leaves per plant.

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