• Title/Summary/Keyword: 다중지능이론

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Fuzzy Disturbance Observer based Multiple Sliding Surface Control of Nonlinear Systems with Mismatched Disturbance (부정합조건 외란을 갖는 비선형 시스템의 퍼지 외란 관측기 기반 다중 슬라이딩 평면 제어)

  • Lee, Sang-Yun;Seo, Hyungkeun;Hyun, Chang-Ho;Park, Mignon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.4
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    • pp.385-391
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    • 2014
  • This paper proposes fuzzy disturbance observer based multiple sliding surface control scheme for nonlinear systems with mismatched disturbance. In order to stabilize nonlinear systems with mismatched disturbance, a controller based on multiple sliding surface control scheme is designed. In addition, a fuzzy disturbance observer is used to estimate the disturbance. Using the fuzzy disturbance observer, "explosion of terms" problem and chattering problem were solved. The stability of the proposed control scheme is analyzed by Lyapunov stability theory. For the verification, we apply the proposed method to numerical examples and compare its result with that of the applied nonlinear disturbance observer based sliding mode control.

Dynamic Facial Expression of Fuzzy Modeling Using Probability of Emotion (감정확률을 이용한 동적 얼굴표정의 퍼지 모델링)

  • Gang, Hyo-Seok;Baek, Jae-Ho;Kim, Eun-Tae;Park, Min-Yong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.04a
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    • pp.401-404
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    • 2007
  • 본 논문은 거울 투영을 이용하여 2D의 감정인식 데이터베이스를 3D에 적용 가능하다는 것을 증명한다. 또한, 감정 확률을 이용하여 퍼지 모델링을 기반으로한 얼굴표정을 생성하고, 표정을 움직이는 3가지 기본 움직임에 대한 퍼지이론을 적용하여 얼굴표현함수를 제안한다. 제안된 방법은 거울 투영을 통한 다중 이미지를 이용하여 2D에서 사용되는 감정인식에 대한 특징벡터를 3D에 적용한다. 이로 인해, 2D의 모델링 대상이 되는 실제 모델의 기본감정에 대한 비선형적인 얼굴표정을 퍼지를 기반으로 모델링한다. 그리고 얼굴표정을 표현하는데 기본 감정 6가지인 행복, 슬픔, 혐오, 화남, 놀람, 무서움으로 표현되며 기본 감정의 확률에 대해서 각 감정의 평균값을 사용하고, 6가지 감정 확률을 이용하여 동적 얼굴표정을 생성한다. 제안된 방법을 3D 인간형 아바타에 적용하여 실제 모델의 표정 벡터와 비교 분석한다.

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Implementation of Virtual Laboratory based on the Internet (인터넷 기반 가상실험실의 구현)

  • 김문환;이호재;주영훈;박진배
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.05a
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    • pp.311-314
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    • 2003
  • 많은 공학 연구에서 실제 시스템을 활용한 검증은 매우 중요하다. 특히 제어공학의 경우 개발된 신 이론을 적용 및 검증할 수 있는 실험장비의 확보는 필수적이다. 그러나 현실적으로 적절한 실험장비를 확보하는 것은 비경제적이다. 인터넷을 활용하여 실험장비의 원격실험을 가능케 한 가상실험실은 제어공학 연구에 유용하다. 인터넷의 보급과 함께 가상실험실에 대한 연구가 활발히 진행되고 있으나, 대부분의 경우가 특정 시스템에 한정된 가상 실험실의 구축에 한정되어 있다. 본 논문에서는 기존 연구와 달리 다양한 실험 장비에 적용 가능하며 다양한 제어 기법을 제공하는 가상실험실의 구현을 제안한다. 제안된 가상실험실은 서버-클라이언트 구조를 가지며 다중 제어 인터페이스로 구현된다.

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In Sitilico Protein Sequencing Based on Mass Spectrometry Using Multiple Pretenses (다중 효소를 이용한 질량분석기법에 기반한 단백질의 아미노산 서열 분석)

  • 문석현;이도헌;이광형
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2002.12a
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    • pp.473-477
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    • 2002
  • 세포내에서 특정 단백질이 합성되어 이용되는 것을 단백질의 발현이라 한다. 이러한 단백질의발현을 조사하는 작업은 세포내 대사과정을 밝혀내는 데 있어서 매우 중요한 역할을 담당하고 있다. 단백질의 발현을 조사하기 위해서는 세포로부터 추출하여 정제한 단백질이 어떤 단백질인지를 확인하는 작업이 필요한데 현재로써는 확인하고자 하는 단백질 효소로 분해하여 분해된 조각들의 질량을 측정하여 기존에 알려진 단백질들을 분해했을 때 이론상 나을 수 있는 조각들의 무게와 비교하여 가장 근접한 단백질을 찾아내는 질량분석기법(mass Spectrometry)이 널리 사용된다. 그러나 이 방법은 확인하고자 하는 단백질의 아미노산 서열이 알려져 있을 경우에만 사용할 수 있다는 한계점을 가지고 있다. 본 논문에서는 이러한 한계를 계산적인 방법으로 극복하고자 동일단백질을 여러가지 효소로 분해하여 나오는 조각들의 질량을 측정하고 이들을 조합하여 원래 단백질의 아미노산 서열을 알아낼 수 있는 알고리즘을 제안한다.

Fuzzy Behavior Knowledge Space for Integration of Multiple Classifiers (다중 분류기 통합을 위한 퍼지 행위지식 공간)

  • 김봉근;최형일
    • Korean Journal of Cognitive Science
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    • v.6 no.2
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    • pp.27-45
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    • 1995
  • In this paper, we suggest the "Fuzzy Behavior Knowledge Space(FBKS)" and explain how to utilize the FBKS when aggregating decisions of individual classifiers. The concept of "Behavior Knowledge Space(BKS)" is known to be the best method in the context that each classifier offers only one class label as its decision. However. the BKS does not considers measurement value of class label. Furthermore, it does not allow the heuristic knowledge of human experts to be embedded when combining multiple decisions. The FBKS eliminates such drawbacks of the BKS by adapting the fwzy concepts. Our method applies to the classification results that contain both class labels and associated measurement values. Experimental results confirm that the FBKS could be a very promising tool in pattern recognition areas.

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Implementation of Virtual Laboratory Based on the Internet (인터넷 기반 가상실험실의 구현)

  • Joo, Young-Hoon;Kim, Moon-Hwan;Lee, Ho-Jae;Park, Jin-Bae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.4
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    • pp.448-454
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    • 2003
  • This paper concerns the establishment of the Internet-based virtual laboratory (VL). In control engineering, it is required to evaluate the feasibility of a newly developed controller design technique by applying to a physical system. However, it is inefficient to make or build such a experimental apparatus in all research activities. A possible remedy is to share such a apparatus spatially via the Internet. We set up techniques for the remote -control of various experimental apparatuses based on the Internet. The proposed VL forms a server-client structure and is implemented in multi-control interfaces.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.

A Study of Children's Edutainment Contents Design Based on Multiple Intellegence Theory (다중지능이론에 입각한 아동용 에듀테인먼트 콘텐츠 설계 연구)

  • Choi, Hyuck Jai
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.89-99
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    • 2011
  • Digital edutainment games and educational content to the concept of combining learning and to draw conclusions that can be varied and fun learning program. Yet effective design. There's a lot of discussion about the systematic and scientific research, explore the difficult, but so is the growing field of endless possibility. Merely a linguistic capabilities of human intelligence and mathematical ability were measured primarily on issues raised in the traditional intelligence tests, and emerged a variety of multiple intelligences theory of human intelligence classified into 8 types and characteristics of each intelligence activities and guidelines for faculty are presented. These lessons are based on multiple intelligences theory professor activities through the design study for students to form learning activities to meet effectively and systematically conducted classes, and student-specific classes can be designed. In this study, multiple intelligences theory, based on children's edutainment content by linguistic intelligence, and intrapersonal intelligence body-kinestic intelligent and can learn by linking to content that was designed. Children interested in animation and gaming content through the feeling that you can become stiff in Korean alphabet education to solve the quests were designed to be a natural puleonagal.

An Outlier Data Analysis using Support Vector Regression (Support Vector Regression을 이용한 이상치 데이터분석)

  • Jun, Sung-Hae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.6
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    • pp.876-880
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    • 2008
  • Outliers are the observations which are very larger or smaller than most observations in the given data set. These are shown by some sources. The result of the analysis with outliers may be depended on them. In general, we do data analysis after removing outliers. But, in data mining applications such as fraud detection and intrusion detection, outliers are included in training data because they have crucial information. In regression models, simple and multiple regression models need to eliminate outliers from given training data by standadized and studentized residuals to construct good model. In this paper, we use support vector regression(SVR) based on statistical teaming theory to analyze data with outliers in regression. We verify the improved performance of our work by the experiment using synthetic data sets.

Dynamic Facial Expression of Fuzzy Modeling Using Probability of Emotion (감정확률을 이용한 동적 얼굴표정의 퍼지 모델링)

  • Kang, Hyo-Seok;Baek, Jae-Ho;Kim, Eun-Tai;Park, Mignon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.1
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    • pp.1-5
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    • 2009
  • This paper suggests to apply mirror-reflected method based 2D emotion recognition database to 3D application. Also, it makes facial expression of fuzzy modeling using probability of emotion. Suggested facial expression function applies fuzzy theory to 3 basic movement for facial expressions. This method applies 3D application to feature vector for emotion recognition from 2D application using mirror-reflected multi-image. Thus, we can have model based on fuzzy nonlinear facial expression of a 2D model for a real model. We use average values about probability of 6 basic expressions such as happy, sad, disgust, angry, surprise and fear. Furthermore, dynimic facial expressions are made via fuzzy modelling. This paper compares and analyzes feature vectors of real model with 3D human-like avatar.