• Title/Summary/Keyword: 기계-인간 상호작용

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Face Classification Using Cascade Facial Detection and Convolutional Neural Network (Cascade 안면 검출기와 컨볼루셔널 신경망을 이용한 얼굴 분류)

  • Yu, Je-Hun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.1
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    • pp.70-75
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    • 2016
  • Nowadays, there are many research for recognizing face of people using the machine vision. the machine vision is classification and analysis technology using machine that has sight such as human eyes. In this paper, we propose algorithm for classifying human face using this machine vision system. This algorithm consist of Convolutional Neural Network and cascade face detector. And using this algorithm, we classified the face of subjects. For training the face classification algorithm, 2,000, 3,000, and 4,000 images of each subject are used. Training iteration of Convolutional Neural Network had 10 and 20. Then we classified the images. In this paper, about 6,000 images was classified for effectiveness. And we implement the system that can classify the face of subjects in realtime using USB camera.

Human-in-the-Loop Simulation Analysis of Conflict Resolution Maneuvers Using an Air Traffic Control Simulator (항공관제시뮬레이터를 이용한 항공기간 회피 기동의 위험도 분석)

  • Jeong, Se hun;Oh, Hyeju;Choi, Keeyoung;Lee, Hak-Tae
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.8
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    • pp.739-747
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    • 2015
  • With rapid growth in the technologies and demand of Remotely Piloted Aircraft Systems (RPASs), integration of such systems into the existing airspace system is becoming an issue in many countries. RPAS have different flight performances, communication characteristics, separation assurance mechanisms, and human machine interfaces from manned aircraft. To establish rules and regulations for RPAS integration, it is important to understand the impacts of RPASs on the airspace system. A simulation system that integrates manned aircraft, air traffic control, and RPASs is developed in Inha University to investigate these impacts through Human-in-The-Loop (HiTL) simulations. Three conflict resolution scenarios between a manned aircraft and a Remotely Piloted Aircraft (RPA) were constructed and tested. Human factors such as the response times of pilots and controllers were measured and analyzed as well as the risk of each maneuver.

Online Game: Its Time-Space Frame and Realities (온라인게임: 정보통신기술이 매개하는 시-공간 프레임과 실재성)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.12 no.1
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    • pp.79-106
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    • 2012
  • The paper discusses the issue of reality related to interaction between users and electronic figures that mediate by online game system. MMORPG(Massively Multiple Online Role Playing Game) has been known as virtual world that physically and electronically interconnect users and mechanical elements over huge area. Already game items have became a kind of reality for some users long time ago. How these figures could have been regarded as realities? It suggests to take place the temporality of practice around game world. Tremendous practices of human and machines produce their relations and these relations are reinforced self-referentialy. They could constitute their time-space frame that be situated a figure as the something in it.

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Smart-textronics Product Development Process by Systematic Participatory Design Method (체계적인 사용자 참여형 디자인 방법론을 활용한 스마트 텍스트로닉스 제품 개발 프로세스)

  • Leem, Sooyeon;Lee, Sang Won
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.163-170
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    • 2021
  • Smart-textronics technology which enables functional textiles has recently been applied in various fields such as smart clothes, smart home and smart health care, and a variety of smart-textronics products have been developed. In this context, the smart-textronics product development process is proposed based on the systematic participatory design method in this paper. The proposed method consists of two phases: in-depth interviews and analyzing. In the phase of in-depth interviews, participants are asked to create journey maps that include activities, pain points and emotional status and to generate solution ideas with sketches and simple prototypes. In the analyzing phase, design researchers investigate the participants' journey maps, and create personas by identifying critical characteristics with the behavior pattern analysis. Then, each persona's needs are linked with value elements of the E3 value framework. Finally, pre-survey was conducted to identify smart-textronics market and a smart sofa design is proceeded as the case study to show the applicability of the proposed method.

Application of 4th Industrial Revolution Technology to Implement Smart-Eco River (스마트 에코 리버 구현을 위한 4차산업혁명 기술의 적용)

  • Kim, Sunghoon;Jang, Suhyung;Lee, Eulrae
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.11-11
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    • 2020
  • 18년 물관리일원화 이후 인프라와 사람 중심으로부터 자연과 인간의 조화를 위한 환경·생태계의 자연성 회복으로의 물관리 패러다임 전환이 빠르게 이루어지고 있으며, 대규모 국책사업이후의 하천 관리에 있어서도 기존의 이수, 치수, 환경이라는 단순한 기능적 구분을 벗어나 보다 근본적이고 장기적인 대국민 서비스로의 전환을 도모하고 있다. 또한, ICBAM 등으로 정의되는 4차산업혁명 기반 기술의 접목이 거의 대부분의 분야에서 이루어지고 있는 것을 실질적으로 체감하는 시기가 도래하였다. 그러나, 하천 및 수자원 관리분야에서의 기술은 근대 엔지니어링의 기초가 되는 수로 건설 등으로부터 시발되어 사실상 가장 앞선 과학적 진보의 토대를 갖추었으나 최근의 기술적 트렌드를 잘 추종하지 못하는 것처럼 비추어 지는 것이 사실이다. 주된 이유로서 기후변화라는 광범위하고 장기적인 입력요소를 가진 하천관리 시스템의 특성상 불확실성의 추정 및 즉각적인 응답이 어려운 부분이 분명히 존재하지만, 실질적으로 여전히 해소되지 않는 부분은 하천의 기초자료 수집에 대한 효율성과 신뢰도가 낮은 것이라고 하겠다. 또한, 유역으로부터 댐-다기능보-하천으로 이어지는 의사결정을 위한 다양한 형태의 자료로부터 적절한 정보를 수집하는 체계(거버넌스의 문제이자 기술적/재정적 한계)가 확립되지 않은 점도 고려해야 할 것이다. 본 연구에서는 인공지능을 활용한 하천의 유량 예측 등을 위해 필요한 수자원 기초데이터의 근원적인 수집 및 관리상의 문제점에 대해서 검토하고자 하였으며, ARIMA, Kalman Filtering, MA 및 복합기법을 통한 자료처리 기법을 적용하여 상황에 맞게 오차 및 불확실성의 저감을 위한 방안을 찾고자 하였다. 또한, 이용자 중심의 하천 관리에 근접한다고 볼 수 있는 스마트워터시티 개념에서의 바람직한 하천관리 기법에 대해서 논의하고, 관련하여 근자에 개발한 하천의 물리적 해석 도구들에 대해서 적용 사례를 검토한다. 마지막으로, 지식기반의 하천관리 의사결정 플랫폼 개발을 위해서 기존의 기계학습을 통한 자동화된 의사결정에 부가하여 전문가와 시스템이 상호작용을 통해서 AI를 학습시켜 결정한 사항을 전문가의 의사결정에 참고하는 MCRDR기법의 적용의 적용 가능성과 도입 방향에 대해서 논의하였다.

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The Case Study for the Designing of the Resting Places in the Urban and the Street Furniture (도심의 휴식공간 및 시설물 디자인 사례연구)

  • 호수진;이정현;임은정;최선미;박영순
    • Archives of design research
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    • v.14 no.3
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    • pp.87-96
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    • 2001
  • If we look at Korea's urbanization since 1960, only the urban communities like buildings have developed, yet the resting places for human itself have been ignored. Many people continuously felt alienated especially after the mechanization and started to demand for better living space. For that reason, it is essential for us to develop the resting places for human among the buildings in urban areas and these resting places could form the basis of new community. We have researched on street furniture and citizen's behavior pattern in resting places through references and internet surfing to propose a design concept for a new resting place and street furniture, Therefore, we would like to design a resting place in urban area considering human, community and environment. As a result, we have designed a resting place where citizens could interact with surrounding environment and let office workers enjoy the nature among the buildings in this resting place. People could always stop by and take some rose by enjoying the surrounding nature. The resting place consists of 5 zones- public square, environmental zone, communication zone, technology zone, and entertainment zone. Each zone has its own design motif to lead systematic street furniture and site planning. The resting place is formed in a specific region which is a prototype of a resting environment in urban areas in the future and it could be reassigned according to its regional condition.

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Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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User Adaptation Using User Model in Intelligent Image Retrieval System (지능형 화상 검색 시스템에서의 사용자 모델을 이용한 사용자 적응)

  • Kim, Yong-Hwan;Rhee, Phill-Kyu
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3559-3568
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    • 1999
  • The information overload with many information resources is an inevitable problem in modern electronic life. It is more difficult to search some information with user's information needs from an uncontrolled flood of many digital information resources, such as the internet which has been rapidly increased. So, many information retrieval systems have been researched and appeared. In text retrieval systems, they have met with user's information needs. While, in image retrieval systems, they have not properly dealt with user's information needs. In this paper, for resolving this problem, we proposed the intelligent user interface for image retrieval. It is based on HCOS(Human-Computer Symmetry) model which is a layed interaction model between a human and computer. Its' methodology is employed to reduce user's information overhead and semantic gap between user and systems. It is implemented with machine learning algorithms, decision tree and backpropagation neural network, for user adaptation capabilities of intelligent image retrieval system(IIRS).

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2D-QSAR analysis for hERG ion channel inhibitors (hERG 이온채널 저해제에 대한 2D-QSAR 분석)

  • Jeon, Eul-Hye;Park, Ji-Hyeon;Jeong, Jin-Hee;Lee, Sung-Kwang
    • Analytical Science and Technology
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    • v.24 no.6
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    • pp.533-543
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    • 2011
  • The hERG (human ether-a-go-go related gene) ion channel is a main factor for cardiac repolarization, and the blockade of this channel could induce arrhythmia and sudden death. Therefore, potential hERG ion channel inhibitors are now a primary concern in the drug discovery process, and lots of efforts are focused on the minimizing the cardiotoxic side effect. In this study, $IC_{50}$ data of 202 organic compounds in HEK (human embryonic kidney) cell from literatures were used to develop predictive 2D-QSAR model. Multiple linear regression (MLR), Support Vector Machine (SVM), and artificial neural network (ANN) were utilized to predict inhibition concentration of hERG ion channel as machine learning methods. Population based-forward selection method with cross-validation procedure was combined with each learning method and used to select best subset descriptors for each learning algorithm. The best model was ANN model based on 14 descriptors ($R^2_{CV}$=0.617, RMSECV=0.762, MAECV=0.583) and the MLR model could describe the structural characteristics of inhibitors and interaction with hERG receptors. The validation of QSAR models was evaluated through the 5-fold cross-validation and Y-scrambling test.

Automatic Recognition and Normalization System of Korean Time Expression using the individual time units (시간의 단위별 처리를 이용한 자동화된 한국어 시간 표현 인식 및 정규화 시스템)

  • Seon, Choong-Nyoung;Kang, Sang-Woo;Seo, Jung-Yun
    • Korean Journal of Cognitive Science
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    • v.21 no.4
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    • pp.447-458
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    • 2010
  • Time expressions are a very important form of information in different types of data. Thus, the recognition of a time expression is an important factor in the field of information extraction. However, most previously designed systems consider only a specific domain, because time expressions do not have a regular form and frequently include different ellipsis phenomena. We present a two-level recognition method consisting of extraction and transformation phases to achieve generality and portability. In the extraction phase, time expressions are extracted by atomic time units for extensibility. Then, in the transformation phase, omitted information is restored using basis time and prior knowledge. Finally, every complete atomic time unit is transformed into a normalized form. The proposed system can be used as a general-purpose system, because it has a language- and domain-independent architecture. In addition, this system performs robustly in noisy data like SMS data, which include various errors. For SMS data, the accuracies of time-expression extraction and time-expression normalization by using the proposed system are 93.8% and 93.2%, respectively. On the basis of these experimental results, we conclude that the proposed system shows high performance in noisy data.

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