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Showing papers on "Character (mathematics) published in 2011"


Journal ArticleDOI
TL;DR: An algorithm for license plate recognition (LPR) applied to the intelligent transportation system is proposed on the basis of a novel shadow removal technique and character recognition algorithms based on the improved Bernsen algorithm combined with the Gaussian filter.
Abstract: An algorithm for license plate recognition (LPR) applied to the intelligent transportation system is proposed on the basis of a novel shadow removal technique and character recognition algorithms. This paper has two major contributions. One contribution is a new binary method, i.e., the shadow removal method, which is based on the improved Bernsen algorithm combined with the Gaussian filter. Our second contribution is a character recognition algorithm known as support vector machine (SVM) integration. In SVM integration, character features are extracted from the elastic mesh, and the entire address character string is taken as the object of study, as opposed to a single character. This paper also presents improved techniques for image tilt correction and image gray enhancement. Our algorithm is robust to the variance of illumination, view angle, position, size, and color of the license plates when working in a complex environment. The algorithm was tested with 9026 images, such as natural-scene vehicle images using different backgrounds and ambient illumination particularly for low-resolution images. The license plates were properly located and segmented as 97.16% and 98.34%, respectively. The optical character recognition system is the SVM integration with different character features, whose performance for numerals, Kana, and address recognition reached 99.5%, 98.6%, and 97.8%, respectively. Combining the preceding tests, the overall performance of success for the license plate achieves 93.54% when the system is used for LPR in various complex conditions.

291 citations


Journal ArticleDOI
TL;DR: In this paper, a new algorithm for near-interactive simulation of skeleton driven, high-resolution elasticity models is presented, which is used for soft tissue deformation in character animation.
Abstract: We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The alg...

177 citations


Journal Article
TL;DR: Character education is a national movement creating schools that foster ethical, responsible and caring young people by modelling and teaching good character through emphasis on universal values that we all share as mentioned in this paper, which is the intentional, proactive effort by schools, districts and states to instil in their students important core ethical values such as caring, honesty, fairness, responsibility and respect for self and others.
Abstract: Character education is a national movement creating schools that foster ethical, responsible and caring young people by modelling and teaching good character through emphasis on universal values that we all share. It is the intentional, proactive effort by schools, districts and states to instil in their students important core ethical values such as caring, honesty, fairness, responsibility and respect for self and others. Good character is not formed automatically; it is developed over time through a sustained process of teaching, example, learning and practice. It is developed through character education. The intentional teaching of good character is particularly important in today’s society since our youth face many opportunities and dangers unknown to earlier generations. They are bombarded with many more negative influences through the media and other external sources prevalent in today’s culture. Since children spend about 900 hours a year in school, it is essential that schools resume a proactive role in assisting families and communities by developing caring, respectful environments where students learn core, ethical values. When a comprehensive approach to character education is used, a positive moral culture is created in the school—a total school environment that supports the values taught in the classroom (Character Education Partnership, 2010). The aim of this study is to provide guidelines for the elements need for effective and comprehensive character education. And to emphasize the need of character education to help students develop good character, which includes knowing, caring about and acting upon core ethical values such as respect, responsibility, honesty, fairness and compassion.

151 citations


Patent
26 Sep 2011
TL;DR: In this article, a method of changing virtual items based on real-world events is disclosed, where it is detected that a player of a computer-implemented game has performed a location-based action.
Abstract: A method of changing virtual items based on real-world events is disclosed. It is detected that a player of a computer-implemented game has performed a location-based action. An attribute of a virtual item in an inventory of a player character in the computer-implemented game is changed based on the detecting that the player has performed the location-based action. The player character is controlled in the computer-implemented game by the player of the computer-implemented game and the virtual item is usable within the computer-implemented game by the player character.

103 citations


BookDOI
01 Jan 2011

103 citations


Journal ArticleDOI
TL;DR: In this article, a general conjecture for the mixed Hodge polynomial of the generic character varieties of representations of the fundamental group of a Riemann surface of genus g to GLn(C) with fixed generic semisimple conjugacy classes at k punctures was proposed.
Abstract: We propose a general conjecture for the mixed Hodge polynomial of the generic character varieties of representations of the fundamental group of a Riemann surface of genus g to GLn(C) with fixed generic semisimple conjugacy classes at k punctures. This conjecture generalizes the Cauchy identity for Macdonald polynomials and is a common generalization of two formulas that we prove in this paper. The first is a formula for the E-polynomial of these character varieties which we obtain using the character table of GLn(Fq). We use this formula to compute the Euler characteristic of character varieties. The second formula gives the Poincare polynomial of certain associated quiver varieties which we obtain using the character table of gln(Fq). In the last main result we prove that the Poincare polynomials of the quiver varieties equal certain multiplicities in the tensor product of irreducible characters of GLn(Fq). As a consequence we find a curious connection between Kac-Moody algebras associated with comet-shaped, and typically wild, quivers and the representation theory of GLn(Fq).

101 citations


Journal ArticleDOI
TL;DR: In this paper, a tutorial character is provided to provide an introduction to the theory of non-cooperative differential games, and the tutorial character can be used to provide a good introduction to noncooperative games.
Abstract: This paper, having a tutorial character, is intended to provide an introduction to the theory of noncooperative differential games.

97 citations


Book ChapterDOI
01 Jan 2011
TL;DR: In this article, a review and systematization of known results on (infinite-dimensional) contragredient Lie superalgebras and their representations is presented, and character formulae for integrable highest weight representations of sl (1|n) and osp (2|2n) are obtained.
Abstract: The first part of this paper is a review and systematization of known results on (infinite-dimensional) contragredient Lie superalgebras and their representations. In the second part, we obtain character formulae for integrable highest weight representations of sl (1|n) and osp (2|2n); these formulae were conjectured by Kac–Wakimoto.

88 citations


Journal ArticleDOI
TL;DR: The boundedness character of positive solutions of the following max-type difference equation x n = max { A, x n − 1 p X n − k r }, n ∈ N 0, where k ∈ n ∖ { 1 }, the parameters A and r are positive and p is a nonnegative real number is studied in this paper.

86 citations



Journal ArticleDOI
TL;DR: In this paper, a super duality was established for the ortho-symplectic Lie superalgebras in a parabolic category O, which includes all finite dimensional irreducible modules, in terms of classical Kazhdan-Lusztig polynomials.
Abstract: We formulate and establish a super duality which connects parabolic categories O for the ortho-symplectic Lie superalgebras and classical Lie algebras of BCD types. This provides a complete and conceptual solution of the irreducible character problem for the ortho-symplectic Lie superalgebras in a parabolic category O, which includes all finite dimensional irreducible modules, in terms of classical Kazhdan-Lusztig polynomials.

Journal ArticleDOI
TL;DR: In this paper, the authors argue that the phenomenal character of an experience supervenes on its representational content, i.e., the way it represents the world as being.
Abstract: When you look at the red mug on the desk in front of you, you have an experience with a distinctive phenomenal character. In virtue of what does your experience have this phenomenal character? A popular answer to this question is that given by representationalism, the thesis (at a minimum) that the phenomenal character of an experience supervenes on its representational content. According to representationalism, your experience of the red mug on your desk has its distinctive phenomenal character in virtue of the way it represents the world as being-i.e., in virtue of its representational content.

Patent
12 Sep 2011
TL;DR: In this article, a system for producing merchandise for a user based upon a character within a virtual environment, on request of the user, by retrieving character data representing a player character in a game and converting the character data into merchandise characteristics.
Abstract: Systems and methods are provided for producing merchandise for a user based upon a character within a virtual environment, on request of the user, by retrieving character data representing a player character within a game and converting the character data into merchandise characteristics. Merchandise is manufactured based, at least in part, on the merchandise characteristics.

Journal ArticleDOI
Petri Lankoski1
TL;DR: In this article, the concepts of recognition, alignment, and allegiance are used to describe how engagement is structured in games and how players can control a player character influence interpretation and facilitate engagement within a game.
Abstract: This article argues how players can control a player character influence interpretation and facilitate engagement within a game. Engagement with player characters can be goal-related or empathic, where goal-related engagement depends on affects elicited by goal-status evaluations whereas characters facilitate empathic engagement. The concepts of recognition, alignment, and allegiance are used to describe how engagement is structured in games. Recognition describes aspects of character interpretation. Alignment describes what kind of access players have to a character’s actions, knowledge, and affects. Allegiance describes how characters elicit sympathy or antipathy through positive or negative evaluation of the character.

Journal ArticleDOI
TL;DR: The authors found that a ventral region of the medial prefrontal cortex was engaged for judgments involving one's own character and appearance, and one's mother's character, but not her appearance, as important in their self-concept.
Abstract: Functional neuroimaging has identified a neural system comprising posterior cingulate (pCC) and medial prefrontal (mPFC) cortices that appears to mediate self-referential thought. It is unclear whether the two components of this system mediate similar or different psychological processes, and how specific this system is for self relative to others. In an fMRI study, we compared brain responses for evaluation of character (e.g., honest) versus appearance (e.g., svelte) for oneself, one's mother (a close other), and President Bush (a distant other). There was a double dissociation between dorsal mPFC, which was more engaged for character than appearance judgments, and pCC, which was more engaged for appearance than character judgments. A ventral region of mPFC was engaged for judgments involving one's own character and appearance, and one's mother's character, but not her appearance. A follow-up behavioral study indicated that participants rate their own character and appearance, and their mother's character, but not her appearance, as important in their self-concept. This suggests that ventral mPFC activation reflects its role in processing information relevant to the self, but not limited to the self. Thus, specific neural systems mediate specific aspects of thinking about character and appearance in oneself and in others.

Proceedings ArticleDOI
22 Dec 2011
TL;DR: This paper presents an efficient offline handwritten Gurmukhi character recognition system based on diagonal features and transitions features using k-NN classifier, which achieves a maximum recognition accuracy of 94.12% and is presented in this paper.
Abstract: Offline handwritten character recognition has been a frontier area of research for the last few decades under pattern recognition. Recognition of handwritten characters is a difficult task owing to various writing styles of individuals. A scheme for offline handwritten Gurmukhi character recognition based on k-NN classifier is presented in this paper. The system first prepares a skeleton of the character, so that feature information about the character is extracted. There is abundant literature on the handwriting recognition on non-Indian scripts, but there are very few article available related to recognition of Indian scripts such as Gurmukhi. This paper presents an efficient offline handwritten Gurmukhi character recognition system based on diagonal features and transitions features using k-NN classifier. Diagonal and transitions features of a character have been computed based on distribution of points on the bitmap image of character. In k-NN method, the Euclidean distance between testing point and reference points is calculated in order to find the k-nearest neighbors. In this work, we have taken the samples of offline handwritten Gurmukhi characters from one hundred different writers. The partition strategy for selecting the training and testing patterns has also been experimented in this work. We have used in all 3500 images of Gurmukhi characters for the purpose of training and testing. The proposed system achieves a maximum recognition accuracy of 94.12% using diagonal features and k-NN classifier.

Journal ArticleDOI
TL;DR: We have too often equated excellence of education with the quantity of the content learned, rather than with the quality of character the person develops as mentioned in this paper, which is not the case.
Abstract: We have too often equated excellence of education with the quantity of the content learned, rather than with the quality of character the person develops.

Patent
17 May 2011
TL;DR: A video game includes conditional access to areas of the game as mentioned in this paper, where an area may be unlocked when particular game characters are at an entrance to the area, for a particular character, for all characters, or for categories of characters.
Abstract: A video game includes conditional access to areas of the game. An area may be unlocked when particular game characters are at an entrance to the area. An area may be unlocked for a particular character, for all characters, or for categories of characters. Categories of characters may include characters of a particular type, characters of a particular skill level, characters controlled by a particular game player, and characters previously played in the video game.


Journal ArticleDOI
TL;DR: A cuspidal newform for Γ1(N) with weight k ≥ 2 and character e is computed using modular symbols and the corresponding automorphic representation of the adele group GL2(AQ) is defined.
Abstract: The problem. Let f be a cuspidal newform for Γ1(N) with weight k ≥ 2 and character e. There are well-established methods for computing such forms using modular symbols; see [Ste07]. Let πf be the corresponding automorphic representation of the adele group GL2(AQ).

01 Jan 2011
TL;DR: This paper presents Automatic Number Plate extraction, character segmentation and recognition for Indian vehicles, with english characters, and shows the results.
Abstract: This paper presents Automatic Number Plate extraction, character segmentation and recognition for Indian vehicles. In India, number plate models are not followed strictly. Characters on plate are in different Indian languages, as well as in English. Due to variations in the representation of number plates, vehicle number plate extraction, character segmentation and recognition are crucial. We present the number plate extraction, character segmentation and recognition work, with english characters. Number plate extraction is done using Sobel filter, morphological operations and connected component analysis. Character segmentation is done by using connected component and vertical projection analysis. Character recognition is carried out using Support Vector machine (SVM). The segmentation accuracy is 80% and recognition rate is 79.84 %.

Journal ArticleDOI
TL;DR: The character confusion-based prototype of Text-Induced Corpus Clean-up is compared to its focus word-based counterpart and evaluated on 6 years’ worth of digitized Dutch Parliamentary documents, showing that the system is not sensitive to domain variation.
Abstract: We present a new approach based on anagram hashing to handle globally the lexical variation in large and noisy text collections. Lexical variation addressed by spelling correction systems is primarily typographical variation. This is typically handled in a local fashion: given one particular text string some system of retrieving near-neighbors is applied, where near-neighbors are other text strings that differ from the particular string by a given number of characters. The difference in characters between the original string and one of its retrieved near-neighbors constitutes a particular character confusion. We present a global way of performing this action: for all possible particular character confusions given a particular edit distance, we sequentially identify all the pairs of text strings in the text collection that display a particular confusion. We work on large digitized corpora, which contain lexical variation due to both the OCR process and typographical or typesetting error and show that all these types of variation can be handled equally well in the framework we present. The character confusion-based prototype of Text-Induced Corpus Clean-up (ticcl) is compared to its focus word-based counterpart and evaluated on 6 years’ worth of digitized Dutch Parliamentary documents. The character confusion approach is shown to gain an order of magnitude in speed on its word-based counterpart on large corpora. Insights gained about the useful contribution of global corpus variation statistics are shown to also benefit the more traditional word-based approach to spelling correction. Final tests on a held-out set comprising the 1918 edition of the Dutch daily newspaper ‘Het Volk’ show that the system is not sensitive to domain variation.

Patent
21 Sep 2011
TL;DR: In this paper, a method for extracting subject headings of a text is described, where a text to be processed is divided into combination sequences of the existing words, and candidate character strings with a frequency of occurrence greater than a preset frequency are found and extracted, and new words are filtered from the candidate character string according to the lexicalization probability of the prefixes and/or suffixes of the candidate characters strings.
Abstract: The embodiment of the invention discloses a method for extracting subject headings of a text. The method comprises the following steps: a text to be processed is divided into combination sequences of the existing words; for each text to be processed, candidate character strings with a frequency of occurrence greater than a preset frequency in the text to be processed are found and extracted, and new words are filtered from the candidate character strings according to the lexicalization probability of the prefixes and/or suffixes of the candidate character strings; and subject headings of the text to be processed are extracted from the existing words and the new words according to the frequency of occurrences of the existing words and the new words. The invention ensures that the comprehensiveness of extracting subject headings from the text to be processed is improved.

Patent
01 Mar 2011
TL;DR: In this paper, the authors present a method for automatically rigging at least one mesh defining the external appearance of a 3D character by transferring the skeleton and skinning weights generated with respect to the 3D representation.
Abstract: Systems and methods for animating 3D characters using a non-rigged mesh or a group of non-rigged meshes that define the appearance of the character are illustrated. Certain embodiments disclose a process for the automatic rigging or autorigging of a non-rigged mesh or meshes. In one embodiment, a method of automatically rigging at least one mesh defining the external appearance of a 3D character includes creating a 3D representation of the external appearance of the 3D character defined by the at least one mesh, where the 3D representation is a single closed form mesh, identifying salient points of the 3D representation, fitting a reference skeleton to the 3D representation, calculating skinning weights for the 3D representation based upon the fitted skeleton, and automatically rigging the 3D character by transferring the skeleton and skinning weights generated with respect to the 3D representation to the at least one mesh defining the external appearance of the 3D character.

Patent
Wakasa Tetsushi1
16 Mar 2011
TL;DR: In this paper, a character input device includes a display unit, an input detecting unit, and a control unit, where the display unit displays a screen having a character entry area and a virtual keyboard including a plurality of keys each of which corresponds to a character.
Abstract: According to an aspect, a character input device includes a display unit, an input detecting unit, and a control unit. The display unit displays a screen having a character entry area and a virtual keyboard. The virtual keyboard includes a plurality of keys each of which corresponds to a character. The input detecting unit detects a touch by an operator. The control unit detects a key selection operation and an input determination operation through the input detecting unit. Upon detecting the key selection operation for the first key, the control unit displays the first key in the character entry area as a character to be input. Upon detecting the input determination operation, the control unit displays the first character in the character entry area as an input character.

Journal ArticleDOI
TL;DR: Hannah and Avolio as mentioned in this paper argued that each leader has a moral component that can be defined as character that is distinct from values, personality, and other similar constructs, and the locus of character is within the leader and is an integral part of the leader's self-system.
Abstract: We advance the discussion that each leader has a moral component that can be defined as character that is distinct from values, personality, and other similar constructs. We seek to clarify what underpins forms of character-based leadership and exemplary leader behaviors. We build out our previous discussion (Hannah & Avolio, this issue) that the locus of character is within the leader and is an integral part of the leader's self-system. Further, we extend the domain of character research toward its upper bounds and introduce the notion of ethos as a distinct class of character and relate ethos to extra-ethical virtuous behaviors. Finally, we place character in relationship to collectives and discuss bidirectional influences operating between leader character and the context.

Patent
26 Oct 2011
TL;DR: A vehicle license plate recognition method and a system thereof are disclosed in this paper, where a region where a license plate image exists is detected according to the edge densities of an input image and a vehicle plate specification.
Abstract: A vehicle license plate recognition method and a system thereof are disclosed. A region where a vehicle license plate image exists is detected according to the edge densities of an input image and a vehicle license plate specification. A text area of the vehicle license plate image is divided into a plurality of character images. The character images are binarized to obtain a plurality of binarized character images. A plurality of characters is recognized from the binarized character images. The characters are recombined to form a character string. The abovementioned steps are repeated to obtain a new character string from another image of the same vehicle, which is captured at a next time point. The character string is compared with the new character string character by character to obtain a comparison result for verifying reliability of recognition through a voting technique.

Journal Article
TL;DR: In this article, a character education program and quantification tools were developed and then the practice process of the research was carried out in a state primary school in Umraniye, Istanbul.
Abstract: In this research, it is aimed to find out (i) the efficiency of a character education program based on overt values of Turkish 7th grade social studies lesson, and (ii) its hidden effects on the academic success. This research employed a semi-experimental design with pre-test, post-test and control group For this research primarily character education program and quantification tools were developed and then the practice process of the research was carried out. The practice of the research was made in a state primary school in Umraniye, Istanbul. Before the practice one of the classes is assigned as experiment and the other is as control group, equality of the groups has been determined through statistical progress. While character education program is being applied to the experiment group, normal course program has been applied to control group. The practice was continued totally 39 course hours being 3 course hours in a week. Key Words Character Education, Social Studies, Values Education. Decline of human rights and the idea towards their deficient consideration were issued frequently both in academic and popular publications in last two decades and, it was stated that the societal structure and individual characters which were necessary to derive benefit from main human rights began to get lost (Lickona, 1991; Ryan & Bohlin, 1999). Studies towards removing this concern are in workspace of different disciplines and one of them is education because, in its' general meaning, education is a process that aims to change individual's behaviour for societal life (Akbas, 2004). In this process, societal values and cultural elements are purposely transferred to individuals for the purpose of maintaining societal structure (Demirel, 2007; Eturk, 1997). In other words, societal values and attitudes are transferred to young generations in school environment (Nucci, 2001). Besides, it is among educational aims to ensure individuals embrace universal values and the society also expects this from schools (Eksi, 2003b). In Turkey, National Education Act with number1739 which organizes governments' tasks and responsibilities in educational area highlights training people who are academically succesful and have rational character properties, when it defines the general aims of Turkish national education (Milli Egitim Bakanligi [MEB], 1997). According to this, we can say that the governmental demand is towards young generations' character development and, research about this issue includes practices in the context of character education (Lickona, 1991). The origins of character education start from antiquity and, it was defined as intentional implementations which were done with the aim of providing students to know good, to desire it and to do good (Healea, 2006; Lickona, 1991). As we can understand form this definition, good character is a concept which contains knowing good, embracing good and doing well. Therefore, intentional implementations towards knowing good, embracing good and doing good are remembered when we ad- dress activities related with character development (Ryan & Bohlin, 1999; Lickona, 1993). The rationale of these implementation is formed parallel to the considerations that positive character traits cannot be spontaneously existed, and intentional implementations are necessary (Arthur, 2008; Lickona, 1991). Besides, character education is supported by its' advocators because of the thinking that the individual whose moral development has reached a relatively mature level might gain responsibility sense and s/he might be academically successful at the same time (Arthur, 2008; Lickona, 1991; Nucci, 1989). In this context, we can define the character education as intentional implementations that organize behaviors according to main human values and are provided with the aim of training academically successful individuals. Social studies researchers have stated that there is an interaction between character education and citizenship education (Johnson, 2005, p. …

Book ChapterDOI
28 Nov 2011
TL;DR: It is shown for the first time that the expressive generation engine can operate on content from the story structures of an RPG and that the parameter models learned from film dialogue are generally perceived as being similar to the character that the model is based on.
Abstract: This paper presents a method for learning models of character linguistic style from a corpus of film dialogues and tests the method in a perceptual experiment. We apply our method in the context of SpyFeet, a prototype role playing game. In previous work, we used the Personage engine to produce restaurant recommendations that varied according to the speaker's personality. Here we show for the first time that: (1) our expressive generation engine can operate on content from the story structures of an RPG; (2) Personage parameter models can be learned from film dialogue; (3) Personage rule-based models for extraversion and neuroticism are be perceived as intended in a new domain (SpyFeet character utterances); and (4) that the parameter models learned from film dialogue are generally perceived as being similar to the character that the model is based on. This is the first step of our long term goal to create off-the-shelf tools to support authors in the creation of interesting dramatic characters and dialogue partners, for a broad range of types of interactive stories and role playing games.